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Magnetization

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Magnetization 1.4.6

1.4.6
2 окт. 2026 г.803Minecraft: 1.21.1neoforge
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# Magnetization 1.4.6 For Minecraft 1.21.1 and NeoForge. Install on both client and server with the required Create, Sable, Create: Aeronautics, Create Propulsion: Simulated, and TerraBlender dependencies. The complete stack needs NeoForge 21.1.219 or newer, below 22.0. ## Highlights - Add three magnetic shaft tiers that relay an independently driven source's signed RPM and original Create stress capacity. Each tier has its own configurable range, with drive handoff and conflict handling. - Add anchor-linked Magnetic Switch outputs for target presence, settling, loss, and analog distance. Create goggles now show server-calculated ship forces, turning torque, sources, and docking reasons. - Expand the Ponder catalog to 32 scenes and 125 instructions, including magnetic basics, the Excavator, repulsor transport, MR Fluid bridges, field control, equipment, docking, and magnetic shafts. - Improve field, train, machine, and conductive-fluid performance. Fix Cosmic Compass tracking of active AE2 meteorites and piloted Immersive Aircraft magnetic force delivery. - Add material-aware compatibility for Extra Golems Reborn, Modular Golems, and Quark, along with broad corrections and native compatibility coverage for optional mods. The Create: Magnetics 0.0.4-alpha dedicated-server workaround is opt-in and defaults off. ## Verification and known limits The release audit passed 293 unit tests, 176 core and 13 regression GameTests, seven magnetic-engineering GameTests, the minimal dedicated-server smoke test, release-JAR verification, and CI source/JAR checks. The full optional-mod matrix passed 40 profiles; its Ponder client profile intermittently hit a Create/Registrate development startup exception. Concurrent upstream Registrate access was observed with Magnetization absent, but the exact corrupt mutation was not captured. An isolated Ponder recheck passed. This is tracked as a nonblocking dependency issue, not a claimed production fix. The full-pack stress study still records a conductive-fluid hitch, and the Supplementaries continuous-pulley payload workflow remains unresolved. See the [release audit](https://github.com/StonyTark1117/MagnetizationMod/blob/v1.4.6/docs/release-evidence/1.4.6/README.md), [compatibility audit](https://github.com/StonyTark1117/MagnetizationMod/blob/v1.4.6/docs/compatibility/remaining-work-audit.md), and [full changelog](https://github.com/StonyTark1117/MagnetizationMod/blob/v1.4.6/CHANGELOG.md) for scope and evidence.
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Magnetization 1.4.5

1.4.5
23 сент. 2026 г.157Minecraft: 1.21.1neoforge
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## Added - Added optional Create: Ironworks 4.0.3 compatibility for metal armor and materials, with global and material-level opt-outs. - Added optional Create: Coasters Simulated Additions 0.2.0 integration for Track Control Fins, including independent master and magnetization switches. - Added the optional Jammarr 1.1.0 `/magnetization how` easter egg. When Jammarr is installed and “Miracles” by Insane Clown Posse is in its available music library, the command starts playback through Jammarr. - Added isolated GameTest profiles for Ironworks and Coasters Simulated Additions, alongside Jammarr playback tests. ## Verification - CI passed for commit `bc28565` and produced the attached release JAR. - Local unit/build/release-JAR checks and the Ironworks + Coasters Additions compatibility profiles passed.
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Magnetization 1.4.4

1.4.4
27 авг. 2026 г.93Minecraft: 1.21.1neoforge
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# Magnetization 1.4.4 Magnetization 1.4.4 is a structure-safety hotfix for Minecraft 1.21.1 while the reported crane configuration is still being narrowed down. ## Fixed - The Magnetic Excavator now skips block entities by default, preventing Create machinery, inventories, and other live machinery from being extracted into independent one-block Sable structures. - Packs that deliberately want the old behavior can opt in with `machines.excavatorAffectsBlockEntities`. - Emitters mounted on a Sable structure now exclude connected child structures from their own force application, preventing connected physical assemblies from being driven apart by their own field. ## Verification - Added direct safety tests for the Excavator block-entity policy and a Sable GameTest proving a connected child structure receives no self-field impulse. - Added core Create GameTests for both Chain Conveyor and ordinary Belt block-entity transfer through Sable assembly; these do not depend on Create: Tracks or coaster addons. - The full release matrix passed with 173/173 core GameTests, 4/4 focused regressions, clean server shutdown, every isolated compatibility profile, and every private-X-server client profile. All existing required and optional dependency relationships are unchanged from 1.4.3 and remain tied to individual mods, never modpacks.
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Magnetization 1.4.3

1.4.3
26 авг. 2026 г.8Minecraft: 1.21.1neoforge
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# Magnetization 1.4.3 Magnetization 1.4.3 is a compatibility and mounted-Railgun hotfix for Minecraft 1.21.1. It keeps every integration tied to the individual addon, never a modpack. ## Fixed - Mounted Railguns now explicitly cover both reported failure modes: they fire external staged payloads while installed on Sable ships, and they ignore ferromagnetic blocks belonging to their own host craft instead of launching themselves. - Optional dependency metadata now accepts the behaviorally verified releases used by supported packs: AeroPortals 1.1.2, Create: Coasters Simulated 0.1, and JEI 19.27.0.336. - AeroPortals 1.1.2 retains safe magnetic-state cache invalidation and ship reconstruction without resolving APIs that only exist in newer releases. Railgun Remote and Simulated swivel remapping remain enabled automatically on AeroPortals versions that expose the required plot geometry. ## Compatibility verification - Added isolated behavioral profiles for both the pack-pinned and current AeroPortals and Coasters Simulated releases. - Expanded real-addon coverage for Coasters: Magnetized, Coasters: Engineered, Create: Coasters Extras, and CBC Aeronautics Missiles. - Added isolated private-X-server client boots for Engineered with Jade, Extras, the complete missile stack, and JEI/JER. The JER gate requires all 28 synchronized resource charts to register exactly once. - Added exact recommended-pack launch and configuration-migration fixtures while enforcing that pack names, slugs, and project IDs cannot enter the shipped runtime JAR. ## Configuration All 1.4.2 compatibility switches and defaults are unchanged. Existing configurations migrate by preserving every prior key and adding only missing defaults.
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Magnetization 1.4.2

1.4.2
25 авг. 2026 г.5Minecraft: 1.21.1neoforge
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# Magnetization 1.4.2 Magnetization 1.4.2 expands optional interoperability across the Create: Coasters and Create: Aeronautics addon ecosystems. Every bridge targets the individual mod, so it works in custom packs and does not depend on either modpack that motivated this audit. ## Coasters - **Coasters: Magnetized 1.1.0**: live Magnetization fields can power magnetic anchors as an alternative to redstone. The addon's mode, force, speed limit, native redstone behavior, and powered models remain authoritative. Redstone plus field power applies acceleration only once. - Field-powered visual state is synchronized from the server and refreshed after login or dimension changes. - **Coasters: Engineered 1.0.1**: added a condition-gated Linear Motor recipe using Magnetic Alloy Plates. The addon's native bidirectional NeoForge FE contract remains unchanged. - **Create: Coasters Extras 1.2**: verified that functional and decorative tracks preserve the parent Coasters Simulated cart contract, including magnetic field response and Structural Inducer recognition. ## Missiles - **CBC Aeronautics Missiles 0.1.0**: EMP Flux Charge pulses now permanently disable guidance computers on intersecting Sable missiles. - EMP integration deliberately leaves propulsion, payloads, fuzes, and ordinary Sable physics untouched. ## Configuration and verification - Added default-on master controls for Coasters: Magnetized, Coasters: Engineered, and CBC Aeronautics Missiles, plus independent field-power, recipe, and EMP-guidance switches. - Added optional dependency metadata for all four addons. - Added Field Manual, config-screen, README, and release documentation. - Added isolated published-mod GameTest profiles, a Coasters: Magnetized client-mixin smoke profile, absent-mod coverage, pinned development audit fixtures, and a release-JAR guard that prevents modpack-specific runtime coupling.
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Magnetization 1.4.1

1.4.1
14 авг. 2026 г.6Minecraft: 1.21.1neoforge
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# Magnetization 1.4.1 ## Full changelog since 1.4.0 Magnetization 1.4.1 is a corrective content and stability release for Minecraft 1.21.1. It finishes several systems that 1.4.0 advertised prematurely, adds coolant and golem content, restores behavior lost in earlier updates, and strengthens the release gates that now verify those features. ## Important upgrade notes - Minecraft remains fixed at **1.21.1**. - Existing worlds are supported; no world reset is required. - Required dependency floors are unchanged: NeoForge **21.1.219+ and below 22.0** for the complete stack, Create **6.0.10+**, Sable **2.0.3+**, Create: Aeronautics **1.3.0+**, Simulated **1.3.0+**, and TerraBlender **4.1.0.8+**. - Coolant is optional. Dry Tokamaks and Fusion Thrusters preserve their former performance. - The new Alfvén high-altitude restriction is opt-in and defaults off. - All six custom golems have independent, enabled-by-default content switches. ## Expandable Tokamak completed - Completed the odd-edged Tokamak progression from 3x3 through the configured maximum. - A valid reactor now requires a complete Tokamak-Coil perimeter around a solid Reactor-Core interior: one core at 3x3, nine at 5x5, twenty-five at 7x7, and so on. - The deterministic center controller owns formation, fuel, FE, generation, output, and lit state. Follower cores and perimeter coils forward access to that shared state rather than operating independently. - FE capacity, generation, output, and fuel duration scale from one authoritative formation snapshot. - The GUI, Create goggles, Jade, WTHIT, and The One Probe now report ring dimensions, coil count, core count, multiplier, coolant, and explicit Invalid / Formed / Active state. - Looking at an outer coil previews the exact configured ring and reports missing edges or an incomplete solid core. - Updated Ponder to demonstrate a real 5x5 solid-core reactor instead of the old fixed eight-coil layout. - Added fueled 5x5 regression coverage for formation, 3x scaling, synchronization, diagnostics, and controller discovery. ## Coolant loops - Added optional coolant tanks to Tokamaks and Fusion Thrusters. - Vanilla water is the baseline coolant, Deuterium Oxide is a modest upgrade, liquid Gallium is the high- efficiency liquid-metal option, and datapack fluids in `c:cooling_fluid` use a configurable tagged-fluid curve. - Better coolant is consumed more slowly and provides stronger configured bonuses. - Cooled Tokamaks generate and output more FE while extending fuel-cell life. - Cooled Fusion Thrusters gain thrust and speed while consuming less FE and propellant. - Shared coolant tanks accept buckets and Create pipes through Fusion interiors, Reactor Cores, and Tokamak- Coil frames. - Added a separate `compat.tfmgCoolingFluidEnabled` switch so TFMG Cooling Fluid can be disabled without turning off the broader TFMG integration. ## Railgun projectile assembly and mounted operation - Added optional Railgun projectile auto-assembly. A paired railgun can collect ordinary blocks staged between its rails into one centered Sable projectile ship. - Added a configurable maximum assembled block count; oversized staged payloads are rejected whole instead of being truncated. - Auto-assembly state is synchronized across both emitters and exposed in the GUI, Ponder, and automated playtest fixture. - Fixed Railguns mounted on Sable ships targeting their own carrying craft. Mounted emitters now ignore the host during capture, hold, and launch, while staged projectiles remain valid targets. - Mounted emitters now retain their Sable tick lifecycle so cooldown, capacity, and HUD synchronization continue after assembly. - Added an end-to-end mounted-sublevel regression that assembles a railgun-bearing ship, creates a payload from its plot, launches that payload, and verifies the host is not accelerated. ## Magnetic golems - Added Magnetite, Pyrrhotite, Hematite, and Titanomagnetite Golems. - Each oxide golem has a distinct mineral silhouette, material state, magnetic behavior, repair item, drops, advancements, sounds, documentation, and Create/Jade/WTHIT/TOP readout. - Replaced the Gallium Golem's vanilla silhouette with an intentionally slumped cast-metal body and exposed its live thermal and repair state across all four HUD surfaces. - Added independent content switches for the Gallium, MR Fluid, Magnetite, Pyrrhotite, Hematite, and Titanomagnetite Golems. Disabled golems cannot be built or spawned; existing saved entities retain their data while custom material behavior becomes inert. - Restored the MR Fluid Golem's complete material identity. The soft form uses a UV-correct 16-frame fluid surface on the same three-tick cadence as worn MR armor, while magnetic hardening uses the existing rigid texture. - Soft MR Fluid Golems use normal knockback and configured 30% mitigation; hardened golems synchronize 92% mitigation and knockback immunity immediately. - MR Fluid Buckets repair the golem, iron ingots no longer do, and its drops no longer fall back to vanilla iron nuggets. - Added subtitled harden/soften sounds, particle cues, saved-golem migration, and live Create/Jade/WTHIT/TOP state. - Restored magnetizable MR Fluid horse armor and metallic horse-armor recognition for G-Force Cushions. ## Gas Detector and propulsion feedback - Completed the Gas Detector exposure and safe-distance behavior promised by 1.4.0. - The expanded HUD and action-bar reading now show server-authoritative Radon dose and threshold, exposed/ recovering/clear state, and estimated clearance from Radon cells or active Ion Thruster exhaust. - Fixed the expanded Gas Detector HUD overlapping its vanilla action-bar summary. The complete readout and Radon warning now remain visibly separated from the action bar. - Added client-side exhaust plumes for active Micro Thrusters, Fusion Thrusters, MHD Jets, and Ion Thrusters. - Added a coolant-mist sheath around cooled Fusion Thruster exhaust. - Added `visuals.thrusterExhaustEffectsEnabled`, a local client option that disables all exhaust particles without changing propulsion gameplay. - Restored the Magnetosphere Solar Sail's persistent per-panel nighttime cutoff toggle and synchronized its selected state to machine overlays. - Corrected Alfvén Ribbon Backpack guidance: by default it boosts daylight gliding at any altitude, with stronger performance higher up, and works anywhere in the End. - Added opt-in `propulsion.alfvenHighAltitudeRequired` for packs that want to require daylight flight above Y=120 outside the End. ## Restored shipped behavior - Restored Curios `charm`, `back`, and `hands` slots for the Field Compass, Magnetic Grapple, and Repulsor Gun. - Curios regression coverage now validates the real player capability and exact item-to-slot assignments, and release-JAR verification requires the slot data. - Fixed EMP Flux Charges leaving FE in receive-only machines. EMPs now clear the real backing buffer of all ten affected machine types without making that energy extractable to cables. - Restored redstone-controlled MR Fluid hardening alongside magnetic-field activation. Conducted or adjacent power hardens the connected fluid, and removing power melts it back. - Fixed hardened MR Fluid failing to revert after chunk reload. - Synchronized the magnetic-emitter gameplay tag and progression with all fourteen Magnetization block emitters. - Fixed the Repulsor Gun failing to recoil from the advertised vanilla Lodestone target. Regression coverage now validates hand activation, cooldown, loose-object push, magnetic-entity push, Sable ship impulse, and Lodestone recoil. - Corrected `full_kit` and `dual_magnetized` advancements so their simultaneous requirements use one inventory snapshot rather than accumulating across unrelated moments. ## Ponder, HUD, and visual polish - Added all generated-style English Ponder titles and instructions for the eighteen registered scenes, replacing raw `magnetization.ponder.*` identifiers. - Corrected Ponder's one-based instruction numbering and added a synchronization test that rejects missing, stale, reordered, or extra scene translations. - Restored complete HUD parity for Gallium and all four iron-oxide golems. - Added shared machine status for the Gas Exciter, Gyrostabilizer, Induction Pad, Barkhausen Generator, and Magnetostrictive Sensor. - Dedicated entity models prevent Gallium and oxide golems from silently falling back to the vanilla Iron Golem silhouette. - Fixed overlapping or incorrect GUI and HUD states discovered during visual acceptance. ## Testing and release hardening - Replaced mutable, automatically seeded screenshots with **51 committed checksum-verified visual baselines**. - GUI captures now require a real Magnetization screen-open marker, and fixtures seed active fuel, coolant, and FE state before acceptance. - Added isolated optional client smoke profiles for Jade, The One Probe, REI, EMI, and optional Ponder integrations. - Hardened fresh GameTest setup, stale-process cleanup, minimal dedicated-server bootstrapping, and compatibility-matrix isolation. - Added GitHub Actions build validation and removed stale mixin refmap declarations. - Release verification now checks required metadata and Curios slot data while rejecting build-cache and operating-system file leakage. - Expanded automated playtests for Tokamak scaling, Gas Detector HUD layout, golem states, machine screens, Railgun assembly, Repulsor Gun behavior, exhaust effects, and localized Ponder scenes.
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Magnetization 1.4.0

1.4.0
13 авг. 2026 г.4Minecraft: 1.21.1neoforge
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# Magnetization 1.4.0 — Noble Gases & Rare-Earth Progression This changelog covers every player-facing, compatibility, performance, documentation, and release-engineering change since **Magnetization 1.3.1**. Version 1.4.0 introduces excitable noble gases, atmospheric processing, ion propulsion, a complete rare-earth magnet progression, expandable Tokamaks, new excavation integrations, extensive documentation, and major performance and compatibility improvements. ## Requirements - Minecraft **1.21.1** - NeoForge **21.1.219+ and below 22.0** for the complete required stack - Magnetization itself permits NeoForge 21.1.200+ - Create sets the effective 21.1.219 minimum - Create **6.0.10+** - Sable **2.0.3+** - Create: Aeronautics **1.3.0+** - Simulated **1.3.0+** - TerraBlender **4.1.0.8+** Existing worlds can upgrade, but newly added ores and natural gas pockets only appear in newly generated chunks. ## Noble Gases Added six placeable noble gases, each with its own bucket, fluid tags, visual identity, flow behavior, and luminous discharge color: - Helium - Neon - Argon - Krypton - Xenon - Radon Gas movement reflects relative density: - Hydrogen, Helium, Neon, and Helium-3 rise. - Argon, Krypton, Xenon, and Radon settle. - Tritium radioluminesces continuously without external excitation. Additional gas-system improvements include: - Hydrogen and Helium-3 now participate in powered gas excitation. - Gas excitation survives ordinary fluid updates instead of flickering or disappearing. - Dormant gases remain faint while excited gases become brightly visible. - Fixed gas translucency, layer ordering, and world rendering. - Dormant gases now render correctly inside Create fluid tanks and pipes. - Added common gaseous-fluid, isotope-fluid, bucket, and material tags for cross-mod use. - Added configurable natural Helium and Radon pockets in the Overworld. - Added configurable gas-pocket rarity, height range, and size. - Added a dedicated Radon Exposure status effect and icon. - Radon exposure accumulates near natural Radon and active Radon Ion Thruster exhaust. - Radon exposure decays after reaching safety and deals configurable damage after its threshold. ## Gas Exciter Added the **Gas Exciter**, an FE-powered machine for illuminating connected gas networks. - Excites an entire connected volume of one supported gas. - Uses a unique discharge color for each gas. - A redstone signal disables the machine. - Multiple exciters connected to the same gas network coordinate so only one consumes FE. - Network traversal is bounded by a configurable safety limit. - The machine never loads unloaded chunks while scanning a network. - Added active and inactive block appearances. - Reports the connected gas, FE state, redstone shutdown state, and operating condition. - Fixed its WTHIT power display and live-state feedback. - Added dedicated Create Ponder and Patchouli guidance. ## Gas Vent and Addon Gas API Added the directional **Gas Vent** for gases supplied by optional addons. - Accepts up to 1,000 mB of a supported gas. - Can receive fluid through any face. - Releases gas through its directional outlet. - Produces persistent, recoverable gas clouds. - Clouds may rise, sink, or remain neutral according to their data profile. - Clouds support excitation, decay, persistence, Gas Detector readings, inspection overlays, and container recovery. - Rear-mounted Gas Exciters can illuminate the vented cloud network. - Added recipes, loot, models, textures, tooltips, Ponder, and Field Manual documentation. Addon and modpack authors can define ventable gases using datapack JSON. Profiles support: - Source and flowing fluid IDs - Rising, sinking, or neutral buoyancy - Dormant and excited ARGB colors - Standard NeoForge loading conditions - Strict validation for missing or duplicate fluid assignments ## Air Separator Added the Create-powered **Air Separator**. - Uses Create rotational power rather than FE. - Simultaneously produces Helium, Neon, Argon, Krypton, and Xenon. - Stores each gas in an independent internal tank. - Exposes assigned tanks through per-face NeoForge fluid capabilities. - Works with Create pipes and other compatible fluid-transport systems. - Minimum and maximum operating RPM are configurable. - Production scales with shaft speed. - Base and upgraded stress impact are configurable. - Lights up while actively separating gases. - Fixed inactive, active, shaft, and output-face textures. ### Air Separator Interface Added a dedicated, server-authoritative GUI featuring: - Five live gas bars - Current storage and tank capacity - Per-gas production rates - Current and required RPM - Explicit running, paused, full, and invalid-dimension states - A visible Isotope Separation Module slot - Helium-3 enrichment progress and output - Clickable gas and mechanical-input selection - A clickable face map for assigning each gas output and the Create shaft - Output-face tooltips so ports no longer require blind cycling The Air Separator also reports compact live status through: - Create goggles - Jade - WTHIT - The One Probe ## Isotope Separation Added: - **Air Filter** - **Isotope Separation Module** Installing the module in an Air Separator enables slow Helium-3 Crystal enrichment. - The module adds additional kinetic stress while installed. - Its work requirement, output behavior, allowed dimensions, machine rates, and stress values are configurable. - The Air Filter received finalized recipes and dedicated artwork instead of placeholder resources. ## Gas Detector Added the handheld **Gas Detector**. - Detects nearby native gases and vented addon gas clouds. - Identifies the detected gas. - Reports whether the gas is dormant or excited. - Reports Radon exposure and safe-distance information. - Uses an animated 32-frame item display. - Includes a dedicated HUD readout. The detector scanner was optimized and hardened: - Uses a bounded 64-origin-per-level LRU cache. - Refreshes readings in place instead of continually creating time-bucket entries. - Immediately evicts data when a world unloads. - Does not retain worlds through strong references. - Skips unloaded columns. - Avoids unnecessary block-entity queries for ordinary blocks. ## Ion Thruster Added the ship-only **Ion Thruster**. - Requires installation on a Sable-driven ship. - Uses FE and a gaseous propellant. - Can be rotated with a wrench. - Each propellant has independent thrust, maximum speed, fluid consumption, and FE cost. - Helium is efficient but provides lower acceleration. - Xenon is the strongest safe native propellant. - Radon is stronger but exposes nearby living entities. - Default thrust was recalibrated so even Helium can move a practical small ship. - Added active and inactive models, recipes, tooltips, overlays, Ponder, and Field Manual guidance. Datapacks can add external propellants through: `#magnetization:ion_thruster_propellants` Externally tagged gases receive a neutral fallback profile unless additional behavior is supplied. ## Unified Thruster Redstone Control Added consistent redstone control to: - Micro Thruster - Fusion Thruster - Ion Thruster - MHD Jet - Solar Sail By default, a redstone signal acts as an emergency stop and prevents thrust. The new `propulsion.allowRedstoneThrustPower` setting lets modpacks change this behavior so redstone can replace the machine’s FE requirement. This is independent of the existing redstone-power option for field emitters and Railgun Emitters. ## Magnet-Fuel Default Change Magnet consumption in the Homopolar Motor and MHD Jet now defaults to **off** for new configurations. Modpacks can restore strength-scaled magnet consumption with: `propulsion.magnetSlotConsumesFuel` Existing configuration files that already contain an explicit value retain that value. ## Rare-Earth Worldgen Added four complete rare-earth ore families: - Bastnäsite - Monazite - Cobaltite - Borax Each family includes: - Stone ore - Deepslate ore - Fortune and Silk Touch support - Loot tables - Mining requirements - Common ore tags - Dedicated textures and models - Overworld generation - Ore Dowsing Compass support - Ore Excavation support - JER distribution charts The new `worldgen.rareEarthOreGenerationEnabled` setting controls all four families. Disabling it affects newly generated chunks without removing recipes or datapack-provided alternatives. Fixed the configured features so both stone and deepslate rare-earth variants generate correctly. ## Rare-Earth Processing Added a complete staged Create-processing chain covering: - Bastnäsite Concentrate - Monazite Concentrate - Cobaltite Concentrate - Neodymium Oxide - Dysprosium Oxide - Samarium Oxide - Boron Dust - Neodymium Powder - Dysprosium Powder - Samarium Powder - Cobalt Powder - Neodymium Ingot - Samarium Ingot - Cobalt Ingot - Samarium–Cobalt Alloy - Neodymium Alloy - Samarium–Cobalt Plate - Neodymium Alloy Plate - Samarium–Cobalt Magnet Blank - Neodymium Magnet Blank - Sintered Samarium–Cobalt - Sintered Neodymium - Finished Samarium–Cobalt and Neodymium magnets The progression uses crushing, washing, chemical reduction, alloy mixing, pressing, blank production, and sintering. Added common tags for ores, concentrates, oxides, dusts, ingots, plates, alloys, storage blocks, tools, armor, and finished magnets. Optional processing routes include: - TFMG Polarizer finishing for both sintered magnets - Immersive Engineering Metal Press recipes for rare-earth alloy plates ## Rare-Earth Magnets and Storage Added: - Samarium–Cobalt Magnet - Neodymium Magnet - Samarium–Cobalt Block - Neodymium Alloy Block The magnets now use the correct permanent-magnet block entity: - Samarium–Cobalt emits a **MEDIUM** field. - Neodymium emits a **STRONG** field. Added correct polarity models and dedicated north/south textures. ## Rare-Earth Tools and Armor Added complete Samarium–Cobalt and Neodymium tool sets: - Sword - Pickaxe - Axe - Shovel - Hoe Added complete armor sets for both materials: - Helmet - Chestplate - Leggings - Boots The materials have distinct gameplay identities: - Samarium–Cobalt armor reduces fire and lava damage by 20% per equipped piece. - Magnetized Neodymium tools provide double personal item-pull strength. - A complete Neodymium armor set reduces field-driven movement by 75%. Replaced all placeholder vanilla-derived rare-earth artwork with dedicated ore, intermediate, magnet, block, tool, item, and armor textures. ## Expandable Tokamaks Tokamaks are no longer restricted to a fixed 3×3 ring. - Supports odd-sized square rings from 3×3 through 15×15 by default. - Maximum ring size is configurable up to 63×63. - Preview rendering recognizes every permitted ring size. - FE capacity scales linearly with ring size. - Generation scales linearly with ring size. - Output rate scales linearly with ring size. - Existing Deuterium, Tritium, and Helium-3 fuel identities remain unchanged. ## Railgun Fixes Fixed Railguns mounted inside Sable sub-levels and moving craft. - Railgun Emitters can now be resolved from their owning Sable sub-level. - Pairing only considers emitters on the same structure. - Rail channels are transformed into world coordinates. - Launch direction follows the craft’s transformed orientation. - Manual hold, remote firing, block-breaking control, and unpairing work with plot-local emitters. - Advancement distance checks use the Railgun’s real world position. - Railgun Remotes can reach registered craft-mounted emitters even when a vanilla outer-world lookup cannot. ## Ore Excavation Added optional bulk-excavation support for: - Every Magnetization ore deposit - Helium-3 geodes The bridge preserves Ore Excavation’s configured tool requirements, blacklists, range, and excavation limits. Controlled by: `compat.oreExcavationCompatEnabled` ## Create Ore Excavation Added condition-gated infinite-vein recipes for: - Magnetite - Maghemite - Pyrrhotite - Hematite - Titanomagnetite - Lithium - Bastnäsite - Monazite - Cobaltite - Borax - Helium-3 The four rare-earth veins have independent, default-enabled controls so modpacks can tune progression without disabling all excavation compatibility. Recipes remain absent when the addon is missing or compatibility is disabled. ## Create: The Factory Must Grow Expanded TFMG compatibility with a data-driven gas system. All eleven supported TFMG virtual gases can be routed through Gas Vents: - Air - Hot Air - Hydrogen - Neon - Carbon Dioxide - Furnace Gas - Butane - LPG - Propane - Propylene - Ethylene These gases receive configured buoyancy, dormant colors, excitation colors, Gas Detector support, recoverable clouds, and Gas Exciter behavior. Added `compat.tfmgGasExcitationEnabled` as an independent control beneath the existing TFMG master setting. Existing bidirectional Hydrogen, Lithium, steel, magnet, lubricant, casting, and processing integrations remain supported. ## Create: Cosmonautics Added optional Create: Cosmonautics compatibility. - Magnetization Hydrogen satisfies the `rocketnautics:rocket_fuel` contract. - The Cosmonautics Magnetic Stabilizer contributes ferromagnetic ship susceptibility. - Added five heat-stable Samarium–Cobalt alternatives covering: - Magnetic Stabilizer - RCS Thruster - Vector Thruster - Rocket Thruster - Booster Thruster - Added independent master and recipe configuration controls. - Added a safe optional dimension guard for environments where Cosmonautics’ Deep Space dimension is unavailable. - Verified against Create: Cosmonautics 26.08.307. ## Create: Coasters Simulated Expanded and verified coaster compatibility. - Coaster carts react to magnetic fields like other Sable craft, including while loose. - Rail-engaged coaster structures can be recognized and adopted by the Structural Inducer. - Loose carts remain excluded from Structural Inducer capture. - Linked coaster structures preserve their magnetic behavior. - Compatibility remains controlled by the existing Coasters master and behavior settings. - Verified against Create: Coasters Simulated 0.1.4. ## Coasters Simulated: Track Styles Added verified optional compatibility with **Coasters Simulated: Track Styles 1.0.0**. - Custom coaster anchor styles preserve Magnetization’s existing coaster-cart field reaction. - Independent rail and spine color metadata remains intact. - Styled, rail-engaged coaster carts remain recognizable by the Structural Inducer. - Track Styles adds presentation metadata rather than a new vehicle type, so no additional compatibility toggle is required. - Magnetization supplies the `empty` block model omitted from the addon’s 1.0.0 client resources, preventing its missing-model warning. - Added an isolated combined Coasters + Track Styles client profile and GameTest profile. - Added the combined profile to the release compatibility matrix. ## Other Compatibility Verification Updated compatibility validation for newer addon releases: - Create: AeroPortals compatibility verified against **1.3.0**. - Immersive Aeronautics compatibility verified against **1.1.4** with Immersive Portals Core 6.0.7. - Create: Enchantment Industry remains verified against 2.4.2 with its updated Create: Dragons Plus dependency. All of these integrations remain optional. ## Recipe Viewers Expanded JEI, REI, and EMI information with a shared rare-earth progression topic covering: - All four source ores - Concentrates - Oxides and reduced materials - Alloys - Plates - Magnet blanks - Sintered intermediates - Finished magnets Added or refreshed discovery information for noble gases, atmospheric processing, Gas Vents, Ion Thrusters, and rare-earth equipment. ## Just Enough Resources **Just Enough Resources (JER) is a JEI add-on.** When JER is installed, Magnetization now provides synchronized distribution or drop charts for: - Magnetite - Maghemite - Pyrrhotite - Hematite - Titanomagnetite - Lithium - Bastnäsite - Monazite - Cobaltite - Borax - Helium-3 geodes - Magnetic gravel - Anomaly lodestone clusters - Meteorites - Petrified wood - Natural Helium pockets - Natural Radon pockets The JER catalog now uses a synchronized definition and is automatically checked for: - Worldgen drift - Distribution drift - Stone/deepslate variant drift - Missing natural resources - Loot-table drift ## Patchouli Field Manual Expanded and corrected the Patchouli Field Manual. New or expanded coverage includes: - Noble-gas behavior - Gas excitation - Gas Exciter operation - Gas Vent routing - Air Separator configuration - Isotope separation - Gas Detector use - Ion Thruster propellants - Redstone thrust control - Complete rare-earth processing - Optional TFMG, Cosmonautics, excavation, coaster, and recipe-viewer integrations The rare-earth chapter now follows all four source ores through concentrates, reduction, alloys, plates, blanks, sintering, and finished magnets. Also corrected: - Gas Vents accept input on any face while requiring a clear outlet. - Air Separator RPM values are configurable defaults rather than fixed rules. - JER is explicitly described as a JEI add-on. - Coasters Simulated: Track Styles is documented as preserving existing coaster magnetic behavior. ## Create Ponder Reworked Ponder registration around a synchronized scene catalog. Magnetization now registers 16 core scenes, including dedicated animated guidance for: - Tokamak rings - Fusion Thruster panels - Railguns - Electrolyzers - Gas Exciters - Gas Vents - Air Separators - MHD Jets - Micro Thrusters - Ion Thrusters - Solar Sails - Kinetic Coils - Homopolar Motors - Structural Inducers - Dipole Electromagnets - Samarium–Cobalt and Neodymium magnet progression Optional scenes are registered for: - Create: Steam ’n’ Rails track couplers - Copycats+ material susceptibility Scene targets are automatically checked against shipped block resources to prevent registration drift. ## HUD, GUI, and Accessibility Improved live machine information throughout the mod. - Air Separator information is synchronized through its GUI and inspection overlays. - Gas Exciters report gas type, FE state, redstone state, and operating condition. - Ion, Micro, Fusion, and MHD thrusters report accurate paused and idle requirements. - Kinetic Coils and Solar Sails use machine-specific idle explanations. - Machine displays no longer incorrectly claim every idle machine needs both a magnet and power. - Added block-level names for every noble gas. - Added a dedicated Radon Exposure icon. - Added element badges to noble-gas buckets: - He - Ne - Ar - Kr - Xe - Rn - Existing isotope and working-fluid badges remain available: - H - D - T - He³ - Li - Ga - Badges appear in inventories, machine interfaces, JEI, REI, and EMI. - The text badges provide a non-color identification channel. - Completed centralized inventory-use tooltip coverage for all 277 registered items. - Added translated names, comments, labels, tooltips, and generated configuration descriptions for every new system. ## Rendering and Visual Polish - Added dedicated textures and models for every new machine, gas, ore, intermediate, block, tool, and armor set. - Fixed noble-gas translucency and render-layer ordering. - Increased dormant-gas transparency while keeping excited gas readable. - Fixed dormant-gas rendering in Create containers. - Added active Gas Exciter and Air Separator appearances. - Fixed Air Separator face textures and shaft/output orientation. - Added a 32-frame animated Gas Detector model. - Added complete rare-earth armor textures. - Removed placeholder vanilla textures from the rare-earth progression. - Added the missing Track Styles empty-model fallback. ## Performance and Stability Optimized several frequently executed systems. ### Gas Excitation - Deduplicates repeated network recomputations during the same tick. - Uses packed-position collections and bounded traversal. - Prevents multiple exciters from repeatedly scanning the same connected network. - Preserves bounded behavior when a configured network-size cap is reached. - Clears all level-scoped excitation state when dimensions unload. ### Magnetic Fields - Reuses per-tick target-classification results. - Avoids repeatedly recalculating susceptibility, polarity, diamagnetism, armor response, and item response for the same entity. - Precomputes repeated field parameters before applying force. - Clears cached targets on world unload. ### Inventory Output - Caches valid adjacent item destinations. - Rescans immediately when a neighboring block or capability changes. - Avoids full six-face capability scans every active tick when no inventory is present. - Clears cached handlers when dimensions unload. ### Steam ’n’ Rails - Tracks live carriage entities by level. - Reuses a per-tick carriage snapshot. - Avoids repeatedly scanning every entity for every projected train field. - Clears tracked carriages on unload. ### Gas Detector - Added bounded caching, unloaded-column checks, weak world ownership, and immediate unload cleanup. ## Additional Fixes - Gas excitation no longer disappears during normal fluid-state updates. - Gas Exciter active state and WTHIT power information remain synchronized. - Air Separator port assignments are server-authoritative. - Air Separator fluids expose the correct face-specific capabilities. - Air Separator active lighting and output textures match its live state. - Ion Thruster default force can move a practical small ship. - Rare-earth magnets emit their intended field strength. - Rare-earth ore variants, tags, recipes, translations, loot, and models are complete. - Natural-resource documentation now matches the actual JER catalog. - Noble-gas block names are available to block inspection overlays. - Common rare-earth block ore tags allow the Ore Dowsing Compass and excavation integrations to discover every new ore. - Track Styles metadata no longer risks breaking coaster magnetic or Structural Inducer recognition. - Added the missing client model expected by Track Styles 1.0.0. ## Configuration and Datapack Support Added extensive controls for: - Gas Exciter capacity - Gas Exciter transfer rate - Gas Exciter FE consumption - Maximum gas-network size - Radon exposure, decay, damage, and exhaust radius - Helium and Radon pocket generation - Gas-pocket rarity, height, and size - Air Separator capacity - Air Separator RPM range - Air Separator stress - Per-gas production rates - Isotope-separation work - Allowed Air Separator dimensions - Ion Thruster capacity - Ion Thruster thrust and speed - Per-propellant FE and fluid costs - Redstone-powered propulsion - Expandable Tokamak maximum edge - Rare-earth ore generation - Ore Excavation - Individual Create Ore Excavation rare-earth veins - TFMG gas excitation - Create: Cosmonautics compatibility and recipes Every new configuration entry includes translated labels, tooltips, source comments, and generated documentation. Datapack authors can also extend: - Ventable addon gases - Ion Thruster propellants - Common rare-earth material tags - Rocket-fuel compatibility - Ore and excavation groupings ## Development and Release Validation Updated the development and validation stack: - Updated the Gradle wrapper from 8.8 to **9.7.0**. - Updated NeoForge ModDevGradle from 2.0.141 to **2.0.143**. - Updated the Foojay toolchain resolver from 0.8.0 to **1.0.0**. - Updated the JUnit development suite from 5.11.4 to **6.1.3**. - Updated the development JEI runtime from 19.43.0.394 to **19.44.0.401**. - Updated the development CC:Tweaked runtime from 1.116.2 to **1.120.2**. - Updated Supplementaries and Moonlight Lib development runtimes. - Updated Sophisticated Storage and Sophisticated Core development runtimes. - Updated Create: Dragons Plus compatibility testing. - Updated AeroPortals testing to 1.3.0. - Updated Immersive Aeronautics testing to 1.1.4. - Added isolated Coasters Simulated: Track Styles testing. - Added reproducible server stress-test generation, execution, analysis, and comparison tools. - Added optional performance diagnostics for gas networks, field queries, target classification, train fields, and inventory scanning. These development updates do not change the published Minecraft, NeoForge, Create, Sable, Aeronautics, Simulated, or TerraBlender requirements listed above. The release was checked through: - Unit tests - Base GameTests - Isolated optional-addon GameTest profiles - Missing-addon profiles proving integrations remain optional - Dedicated-server startup validation - Client startup and resource parsing - Patchouli definition validation - Ponder scene registration and target validation - Recipe, loot, tag, worldgen, model, texture, translation, and configuration checks - Reproducible performance-stress tooling - Separate compatibility profiles for TFMG, Cosmonautics, Ore Excavation, Create Ore Excavation, Steam ’n’ Rails, Copycats+, Coasters Simulated, and Coasters Simulated: Track Styles
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Magnetization 1.3.1

1.3.1
10 авг. 2026 г.7Minecraft: 1.21.1neoforge
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## Fixed - **Fixed large pregenerated worlds freezing or triggering the server watchdog when optional magnetic integrations were enabled.** - External magnetic emitters now use chunk-local spatial indexing. - Unloaded chunks are removed from the index immediately. - Field evaluation no longer loads missing chunks. - Disabled integrations are not indexed. - Only emitters near active targets are processed, with a bounded per-tick budget. - This resolves the large-world performance problem reported in GitHub issue #7. ## Added - Added the permission-free **`/magnetization manual`** command for replacing a lost Patchouli Field Manual. - If the player's inventory is full, the replacement is safely dropped at their feet. - Clear errors are shown when Patchouli is missing or its integration is disabled. - Added independent configuration switches for the Field Manual recipes: - **Book + Raw Magnetite** — enabled by default. - **Book + Lodestone** — enabled by default. - **Book + Iron Ingot** — disabled by default to avoid conflicts with other guide-book recipes. - Added **`compat.externalFieldApplicationBudget`**, defaulting to **256**, for controlling the maximum number of optional-mod magnetic emitters applied per level tick. ## Compatibility and upgrades - Existing Magnetization 1.3.0 worlds and configurations remain supported. - Missing new configuration values automatically use their defaults. - Minecraft and required dependency versions are unchanged from 1.3.0.
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Magnetization 1.3.0

1.3.0
9 авг. 2026 г.3Minecraft: 1.21.1neoforge
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# Magnetization 1.3.0 ## Full changelog since 1.2.2 Magnetization 1.3.0 is a major content, compatibility, and stability release. It adds two ship-scale propulsion systems, a complete fusion-fuel progression, new world generation and material families, deeper support for popular Create addons, expanded in-game documentation, and a large collection of physics, automation, GUI, persistence, and multiplayer fixes. ## Important upgrade notes - Required dependency floors are now Create **6.0.10+**, Sable **2.0.3+**, Create: Aeronautics **1.3.0+**, Simulated **1.3.0+**, and TerraBlender **4.1.0.8+**. - New Lithium and Helium-3 world generation appears in newly generated terrain. - Magnet-slot machines now consume their installed magnet over time by default. This can be disabled to restore the old infinite-magnet behavior. - Railguns remain uncapped by default. Server administrators may opt into a configurable maximum rail length and power ceiling. - Optional integrations remain soft dependencies and are loaded only when their mods are present. Major integrations now also have explicit master switches. ## New propulsion: Fusion Thruster - Added the **Fusion Thruster**, an expandable flat-panel multiblock designed for Sable/Create: Aeronautics ships. - Build a panel of Fusion Thruster interior blocks surrounded by a Tokamak Coil perimeter. The minimum panel is 3x3x1, and larger valid panels produce exponentially more thrust. - The panel pushes the ship opposite its exhaust-facing side and now respects its actual orientation on rotated or moving ships. - The entire formed panel shares fuel, FE, state, and status. Fuel and FE can be inserted through any valid interior block, while Tokamak Coil frame blocks can also accept panel power. - Tank capacity scales with panel interior size, allowing larger engines to carry proportionally more fuel. - Supports Hydrogen, Deuterium Oxide, Tritium, and Helium-3. Higher-tier fuels provide stronger and more efficient propulsion. - Supports direct fluid piping and bucket-based automation. - Added formed-state lighting, exhaust behavior, active textures, GUI status, hover information, goggles information, and multiblock construction previews. - Added configurable panel-size limits, thrust scaling, speed limits, FE capacity and transfer, FE cost, tank capacity, fluid cost, and per-fuel strength/density values. - Fixed panel direction, side-coil orientation, top-face orientation, shared power input, fuel synchronization, active-state persistence, extreme-capacity math, incorrect HUD size/state, incorrect GUI fuel bars, and glowing ghost blocks left after a formed panel was broken. ## New propulsion: Railgun - Added the **Railgun Emitter**, paired conductive rail channels, and the **Railgun Remote**. - Two valid parallel rail lines form a launch channel that captures a Sable ship or magnetic entity and accelerates it along the rail axis. - Launch force scales powerfully with rail length, making longer installations meaningful rather than merely extending the launch channel. - Railgun launch behavior now preserves ships through the complete Sable lifecycle instead of despawning them at the end of the rail. - Ships leave the muzzle with retained forward velocity and continue travelling after the launch force ends. - Added automatic and manual firing modes. - In automatic mode, a valid target entering the channel is launched without a remote. - In manual mode, a paired remote allows the railgun to hold a target for boarding and launch it from the player's hand. - Removing a paired remote from the emitter no longer cancels manual mode or releases the held ship. - Sneak-using a remote unbinds it even if the railgun was destroyed, unloaded, or is in another dimension. - Remote tooltips show the bound railgun's name, coordinates, dimension, direction, and rail length, and report why a remote cannot currently fire. - One remote pairing covers both emitters in the paired assembly and survives save/reload and supported portal transfers. - Railguns can break obstructing blocks while launching. Rails and emitters remain protected from their own destruction pass. - Block-breaking mode now breaks an obstruction before collision response can bounce the launched ship backward, allowing the launch to continue forward. - Non-breaking mode now resolves collisions without allowing ships to tunnel through terrain or disappear into the ground. - Block destruction now respects cancellable break events, claim/protection mods, and the `doTileDrops` game rule. - More than two parallel rails dissipate the arc. Three-rail detection is now reliable across the complete supported gap range. - Added live GUI/HUD status for rail length, mode, target state, arc state, and stored FE. - Added Ponder/build previews, manual-mode guidance, lifecycle tests, moving/rotated ship tests, collision tests, remote persistence tests, and portal-remapping tests. - Added configuration for enablement, automatic fire, cooldown, hold duration/cost, launch update interval, minimum rail length, channel gap/thickness, lateral damping, base force, length exponent, entity scaling, FE costs/capacity/receive rate, block breaking, and destruction budget. - Added an optional maximum rail length/power ceiling. It is **disabled by default**, preserving uncapped scaling unless a server administrator enables it. ## New machine: Electrolyzer - Added the powered **Electrolyzer**, the entry point to the new fusion progression. - Feed it water and FE to produce Hydrogen. - Its basin visually fills with water and displays Hydrogen output while processing. - Supports standard NeoForge fluid and energy capabilities for pipes, pumps, tanks, and FE networks. - Rejects invalid inputs and stalls safely when its output is full without consuming extra water or FE. - Added GUI, machine status, Jade/WTHIT/The One Probe support, recipe-viewer information, Patchouli documentation, and dedicated item/block textures. - Optional compatible coil ingredients may be used in its recipe when the corresponding addons are installed. - Fixed basin rendering, machine/item texture consistency, excessive copper coloring, GUI text overlapping slots and bars, and output synchronization. ## Fusion fuels, fluids, and isotope progression - Added the progression chain **Water -> Hydrogen -> Deuterium Oxide -> Tritium -> Helium-3**. - Tritium breeding requires Lithium, creating a full material and machine progression instead of a single endgame recipe. - Added Hydrogen, Tritium, Helium-3, and Liquid Lithium fluids with buckets, textures, tinting, recipes, tags, machine behavior, and tooltips. - Added Tritium and Helium-3 fuel cells for the Tokamak. - Renamed the former **Helium-3 Gas** item to **Helium-3 Crystal** everywhere it appears. - Renamed the naturally occurring Helium-3 Crystal block to **Helium-3 Geode**. - Added **Solid Helium-3**, a reversible storage block crafted from nine Helium-3 Crystals. - Helium-3 Geodes generate rarely at deepslate depths in the Overworld and in the End and drop Helium-3 Crystals with normal ore-loot behavior. - Helium-3 remains obtainable through late-stage fuel processing as well as world generation, closing the recipe-viewer acquisition gap. - Reworked the Helium-3 Crystal, geode, storage block, inventory highlight, fluid, bucket, cell, and related colors around a more natural crystalline palette. - Updated Hydrogen fluid coloring to match its texture family more closely. - Added isotope badges and descriptive tooltips so Hydrogen, Deuterium, Tritium, Helium-3, and Lithium remain distinguishable without relying only on color. - Tooltips report live configured thrust, duration, conductivity, Tokamak generation rate, burn time, and total energy where appropriate. - Fusion gases now behave like bounded inverse water: they rise, spread along supported ceilings, turn upward around ceiling edges, avoid unsupported sky branches, and disappear safely at the world ceiling. - Fixed gas waterfalls, source reseeding, excessive horizontal spread, unsupported flow, sky-limit behavior, rendering, bucket placement, and save/reload handling. ## Lithium, Gallium, and expanded material families - Added Lithium Ore and Deepslate Lithium Ore, Raw Lithium, refined Lithium, and Liquid Lithium. - Added compact **Lithium Block** and **Raw Lithium Block** storage recipes. - Added **Raw Gallium Block** storage and the refined phase-changing Solid Gallium block. - Added **Ferromagnetic Block** storage for Ferromagnetic Ingots. - Added complete sword, pickaxe, axe, shovel, hoe, helmet, chestplate, leggings, boots, and horse-armor families for **Lithium, Pyrrhotite, Hematite, and Titanomagnetite**. - Integrated the new families with vanilla tool/armor tags, enchantability, repairs, recipes, creative tabs, loot, advancements, magnetized-tool abilities, metal-armor reactions, item models, translations, tooltips, and Patchouli pages. - Magnetite, Ferromagnetic Alloy, Maghemite, Gallium, Lithium, Pyrrhotite, Hematite, and Titanomagnetite now present consistent tool and armor progression. - Corrected missing ferromagnetic behavior for Maghemite, Pyrrhotite, Hematite, and Titanomagnetite item forms. - Corrected Maghemite tools so they count as metal gear consistently with Maghemite armor. - Added common storage, raw-material, ingot, tool, armor, and enchantment tags for cross-mod interoperability. ## Machine and fuel rebalances - The **Tokamak** now supports three distinct fuel tiers: - Deuterium provides the baseline D-D reaction. - Tritium provides high raw D-T power. - Helium-3 provides the endgame D-He3 efficiency tier with the strongest sustained output. - Added separate configurable generation, output-rate, and burn-duration values for the new Tokamak fuels. - The **MHD Jet** now requires a conductive working fluid: Gallium, Mixed Gallium, or Liquid Lithium. - Liquid Lithium provides the strongest default MHD conductivity. - The **Ferrofluid Micro-Thruster** now accepts Magnetized Ferrofluid for a configurable thrust bonus. - Fixed Magnetized Ferrofluid buckets incorrectly becoming plain Ferrofluid when inserted into the Micro-Thruster. - Homopolar Motor and MHD Jet magnet slots now consume their installed magnets over a strength-, quantity-, and block-form-scaled burn time. - Storage blocks last substantially longer than individual ores or ingots. - The Vector Core remains a non-consumed Repulsor catalyst. - Added configurable base burn time, strength scaling, block-form multiplier, and a master toggle for magnet consumption. ## Automation and capabilities - Hoppers, Create funnels, belts, mechanical arms, and compatible item pipes can now feed every item-burning Magnetization machine. - Added automated fuel input for Tokamak cells, Homopolar Motor and MHD Jet magnets, and bucket-fed Micro/Fusion Thrusters. - Machines reject the wrong fuel, cells, buckets, fluids, and slot items. - Active fuel cannot be extracted to reset a burn timer or steal unconsumed machine fuel. - Empty buckets and containers can be extracted for closed-loop automation. - Fusion Thruster input through any interior block feeds the shared multiblock tank. - Added a **Hopper Fuel Intake** configuration switch, enabled by default. - Thruster fluid capabilities are insert-only: pipes may refuel them but cannot siphon unburnt propellant back out. - Fixed multiple bucket duplication paths involving Ferrofluid, MR Fluid, Deuterium Oxide, Mixed Gallium, and growing magnetic-fluid tendrils. ## New Dipole Electromagnet and analog redstone control - Added the **Dipole Electromagnet**, including both active poles, all six orientations, recipes, models, block states, GUI/HUD reporting, Ponder coverage, and GameTests. - Both poles contribute correctly under the shared per-ship acceleration cap instead of one pole starving the other. - Added optional analog-redstone force scaling for the Electromagnet, Dipole Electromagnet, Magnetic Anchor, Repulsor Coil, Tractor Beam, Magnetic Excavator, and Structural Inducer. - Analog scaling is disabled by default for existing-world compatibility. - With scaling enabled, redstone level 1 produces the Weak-tier force and level 15 produces the Extreme-tier force, with geometric steps between them. - The selected GUI tier continues to control range; the redstone level controls force. - FE-powered operation continues at full configured force, and Hematite/Halbach modifiers scale from the throttled result. - GUI, goggles, accessibility meters, and HUD integrations report the effective throttled force rather than a misleading nominal tier. ## Multiblock previews, Ponder, goggles, and documentation - Added or completed build previews for the Fusion Thruster, Tokamak ring, Railgun, and other multiblock construction paths. - Audited wrench, goggles, and Ponder coverage so blocks use the appropriate interaction and documentation surface. - Added Ponder guidance for supported optional integrations where Magnetization contributes behavior, including Steam 'n' Rails and Copycats+. - Expanded the Patchouli Field Manual to cover the complete 1.3.0 progression, multiblocks, fusion fuels, equipment families, automation, ship polarity, and advanced systems. - Audited Field Manual item names, recipes, links, icons, and progression text after the Helium-3 and material-family changes. - Added visible progression advancements for isotope processing, machine construction, multiblock completion, and Railgun use. - Added construction and usage tooltips across machines, fuels, materials, tools, armor, and multiblocks. ## HUD, recipe viewers, and accessibility - Jade, WTHIT, and The One Probe now expose live information for Magnetization machines and emitters rather than only basic emitter information. - Added live status for the Electrolyzer, Fusion Thruster, Railgun, Tokamak, Homopolar Motor, MHD Jet, Micro-Thruster, Kinetic Coil, Solar Sail, and other machine blocks. - Unified machine display data so GUI and HUD values come from the authoritative server, including on multiplayer servers with retuned configuration values. - Fixed stale/frozen Railgun status, incorrect Fusion Thruster panel size and fuel state, Tokamak bars accumulating sync packets, and machine bars using client-local capacities. - JEI, REI, and EMI now share one information catalog covering ferromagnetic materials, Excavator targets, Magnetite, specialist magnetic ores, Lithium, Gallium, fusion fuels, the Electrolyzer, Dipole Electromagnet, Structural Inducer, MHD Jet, Fusion Thruster, Tokamak, and Railgun. - Added readable synthetic recipe identifiers and translated common material-tag names where required by the recipe viewers. - Added Just Enough Resources world-generation/drop entries for all magnetic ore families, Lithium, and Helium-3 Geodes in both supported dimensions. - Fixed the missing recipe-viewer path for obtaining Helium-3 and audited the remaining information gaps. - Polarity now includes shape/text channels in addition to color: North, South, and neutral states have distinct glyphs. - Strength now includes filled/hollow pip meters in addition to color and translated text. - Fuel tier and active/idle machine state are explicitly named. - Fixed raw internal enum names appearing in GUI/HUD text. ## Optional compatibility added or expanded - **Create: AeroPortals**: refreshes magnetic ship state after cross-dimensional transfer, remaps installed and player-held Railgun Remotes, preserves connected child ships, and repairs transferred Simulated swivel coordinates/constraints. - **Immersive Aeronautics / Immersive Portals**: preserves ship and Railgun state through cross-dimensional reconstruction and propagates magnetic fields through reachable portal apertures with transformed origin, axis, scale, clipping, and recursion protection. - **Create: Coasters Simulated**: coaster cars react through the normal Sable magnetic-force path; Structural Inducers recognize an already assembled coaster train instead of duplicating it. - **Create: Big Cannons**: cannon shells, autocannon rounds, and projectile bursts react to magnetic fields; cannon materials receive appropriate magnetic and eddy-current roles. - **Create: New Age**: native magnets emit fields using New Age's published strength ladder; motors, Energisers, connectors, coils, and wires receive magnetic/conductive roles; supplemental progression recipes accept Magnetization materials. - **Create Crafts & Additions**: powered Tesla Coils emit charge-scaled fields and trigger LIRM; electric machines/materials receive magnetic/conductive roles; motor and alternator progression recipes accept compatible magnets. - **Immersive Engineering**: powered Electromagnets and Tesla Coils emit fields, Railgun Shots react to fields, machines/materials gain appropriate roles, and Mixer/Metal Press recipes bridge Ferrofluid and Magnetic Plates. - **Create: The Factory Must Grow**: Hydrogen and Lithium interoperate in both directions; magnetic materials, machines, industrial fluids, gas tags, fuel tanks, crushing, casting, steelmaking, and component recipes bridge both progression trees. TFMG magnets can power Magnetization magnet-slot machines, molten steel can feed the MHD Jet, and an opt-in voltage-scaled Polarizer field is available. - **Create: Tracks**: Track Mounts, suspension tracks, and drive wheels contribute magnetic susceptibility; assembled tracked vehicles react as whole Sable ships; Structural Inducer assembly preserves Track Mount block entities. - **Create: Steam 'n' Rails**: magnetic force is projected along the rail and applied once to the complete coupled train, preserving the track graph; Locometal/mechanical parts receive material parity; assembled trains are excluded from Structural Inducer block capture; the Track Coupler gains Ponder guidance. - **Create: Diesel Generators**: engine structures contribute susceptibility/conductivity while retaining native kinetic/goggle behavior; Ferrofluid-loaded sprayers and turrets can apply Magnetized. - **Create: Copycats+**: susceptibility is inferred from each block's persisted copied material, including multi-material copycats and Sable assemblies; goggles show the resolved material class and Ponder explains the behavior. - **Create: Enchantment Industry**: metal processing machines receive conductive parity while experience fluids and enchantment processing remain intentionally non-magnetic. - **Create: Ender Transmission**: compatibility tests cover linked Create rotation, chunk tickets, Magnetization fluid transport, and item data-component preservation; an experimental one-hop field relay exists but is disabled by default. - **Alex's Caves**: Azure and Scarlet Magnets now project opposite-polarity ship fields without doubling Alex's Caves entity force; neodymium/magnet materials, machine fuels, shared recipes, Ferrofluid, levitation, and effect-coexistence controls were expanded. - Existing Magnetizing, Create: Magnetics, Simulated, broader common-metal tags, modded metal armor, metallic entities, cross-mod lightning, and standard FE/RF interoperability remain supported. - Optional dependency upper bounds remain open where the integration can safely tolerate newer compatible versions. NeoForge alone remains intentionally capped below 22.0. - Added individual master switches for optional HUD, recipe-viewer, guide-book, equipment-slot, Create-addon, and behavior integrations so administrators and pack authors can disable an integration cleanly without uninstalling its mod. - Added isolated compatibility GameTest profiles and release-matrix coverage for published optional integrations. ## Configuration and administration - Split development dependency pins from published user-facing minimum versions. - Added a complete generated configuration reference and freshness check. - Added synchronization and validation for common configuration so server-authoritative capacities, limits, and behavior reach clients correctly. - Added master toggles and independent behavior controls for optional integrations. - Added soft-disable handling for blocks and items. Disabled content is hidden where appropriate and placed instances become inert rather than bypassing the setting through alternate interactions. - Added Structural Inducer pull acceleration, speed, arrival, timeout, scan interval, structure count, and tunnel-budget controls. - Added tool-pull scan interval tuning. - Restored configurable mountain Magnetite world generation. - Added versioned per-world/chunk migrations for data changes and surface-biome repainting. - Added `/magnetization debug audit` for loaded-level migration state, transient fields, AE2 meteorite fields, Railgun/field/fluid caches, and other lifecycle diagnostics. - Expanded `/magnetization version` and playtest tooling for support reports and release verification. ## Physics, persistence, and world safety fixes - Fixed Railgun launches deleting ships, releasing them without meaningful velocity, or dropping them immediately after muzzle exit. - Fixed Railgun non-breaking collision tunneling and breaking-mode bounce-before-destruction behavior. - Fixed manual hold/fire state, remote lifecycle, save/reload, chunk unload, cross-dimension, and portal-transfer handling. - Fixed emitters losing their custom range beside Polarity Inverters, Hematite, Halbach arrays, or Hematite Lenses. - Fixed directional blocks losing their facing when rotated, mirrored, cloned, placed by structures, or deployed through schematics. - Fixed Magnetic Switch operation while mounted on a Sable sub-level; it now scans from its real world position and ignores its own craft. - Fixed cooperative multi-anchor stabilization failing to engage. - Fixed Pyrrhotite heat activation failing to run. - Fixed ship-affecting systems throwing when Sable removed a craft during the same physics tick. - Fixed transient lightning fields, AE2 meteorite scans, connected-ship caches, fluid registries, compass targets, and other per-world state leaking between worlds in one game session. - Fixed existing Ferrofluid, Magnetized Ferrofluid, MR Fluid, Gallium, and Mixed Gallium pools losing their special behavior after save/reload. - Surface-biome repainting is now persistent and versioned, preventing restarts from repainting processed terrain or overwriting player builds. - Magnetic Excavator, Railgun, and Structural Inducer world changes now respect protection events and block-drop rules. - Fixed the Grapple continuing to pull a player after death/respawn and cleaned up player state on logout, dimension change, and server stop. - Fixed the Induction Pad losing most of its stored FE during reload. - Fixed the Meteorite Sapling using full-block collision despite its sapling model. - Fixed magnetite oxidation timestamps fragmenting otherwise identical items into unmergeable inventory stacks. - Fixed Magnetoresistive hover state being processed on both client and integrated server. - Fixed a Meteorite Core placing block-form fuel instead of accepting it as fuel. ## GUI, rendering, textures, and polish - Audited all block-machine GUIs for labels overlapping slots, tanks, and bars. - Fixed overlaps in the Ferrofluid Micro-Thruster, Fusion Thruster, Railgun, Electrolyzer, and other machine screens. - Fixed large FE/fluid values wrapping through undersized menu data channels and drawing empty or incorrect bars. - Removed duplicate item-tooltip rendering in machine screens. - Reworked Fusion Thruster and Railgun textures and corrected face orientation. - Added distinct Electrolyzer block/item textures and visible basin contents. - Reworked Helium-3 assets into a natural crystal/geode/storage family and synchronized the inventory badge and fluid palette. - Updated Hydrogen fluid tinting to match its related textures. - Refreshed storage blocks so refined material families are recognizable by pattern and not only hue. - Reworked Hematite ore, Electromagnet/Kinetic Electromagnet top faces, Lodestone Core, magnet-panel symmetry, Repulsor Gun, and Magnetic Grapple visuals. - Repulsor Gun and Magnetic Grapple now use distinct detailed 3D models with corrected held transforms. - Added visible Repulsor cone rings, a Grapple tether line, and short-lived glowing fired-state muzzle models. - Added or corrected item tooltip highlights across the entire mod inventory. - Fixed the emitter hum continuing after leaving a world. ## General bug fixes - Fixed an anvil event crash that could also duplicate repaired, enchanted, or renamed items. - Fixed machine fuel/fluid bars reading from client settings instead of server settings in multiplayer. - Fixed the Tokamak HUD energy bar accumulating values and appearing permanently full. - Fixed Fusion Thruster and Railgun live status not updating for nearby clients. - Fixed closed or oversized machine inventories accepting invalid content through automation paths. - Fixed tools in the Magnetic Excavator ignoring Unbreaking. - Fixed sneak-wrenching emitters causing client-side flicker/desynchronization. - Fixed Ferrofluid/MR/Gallium container and source-cell duplication exploits. - Fixed thruster tanks allowing pipes to drain unburnt fuel. - Fixed Solar Sail thrust stopping because sideways or vertical velocity counted against its forward-speed cap. - Fixed config tooltips stored under incorrect sections. - Fixed optional content recipes and conditions bypassing their associated compatibility/master settings. - Hardened Curios use packets against malformed values and guarded Repulsor recoil/advancement paths. - Curios Repulsor Gun and Magnetic Grapple activation now share the same cooldown, item-state, sound, and validation path as normal in-hand use. - Corrected dedicated-server client-class loading hazards in optional Curios networking. - Corrected optional cross-mod tag references so absent metal-provider mods no longer break tag loading. - Corrected NeoForge conditional recipe formatting for 1.21.1. - Added warning/diagnostic logging around previously silent Sable bridge and registry failures. ## Performance and networking - Idle Fusion Thrusters, MHD Jets, Micro-Thrusters, Electrolyzers, Tokamaks, and Railgun Emitters no longer resend unchanged full state on a fixed interval. - Large Magnetized Ferrofluid pools now use spatially limited neighborhood work instead of quadratic whole-pool comparisons. - Fluid field passes skip expensive work when no eligible ship/entity is nearby. - Connected Sable assembly walks are cached briefly and shared by emitters on the same craft. - Item-vacuum and anomaly-chaos scans filter during entity collection rather than collecting every entity and filtering afterward. - Surface repainting now honors a strict examination budget, skips entirely when both relevant biomes are disabled, and reduces temporary allocation. - Emitter block-path soft-disable lookup is memoized. - Corrected ship-scan fallback timing to match the configured default. - Added safer bounded handling for very large multiblock capacities, costs, and GUI scales. ## Testing and release tooling - Added extensive unit tests and GameTests for new machines, multiblocks, fuel progression, automation, configuration synchronization, migrations, Railgun lifecycle/velocity/collisions, moving and rotated ships, portal transfers, Curios activation, optional compatibility, and world generation. - Added isolated optional-mod runtime profiles so one compatibility stack cannot contaminate another. - Added minimal dedicated-server, standard GameTest, normal-client, compatibility-client, release-gate, and full compatibility-matrix tasks. - Added bounded GameTest supervision and stale-process/world-lock cleanup for repeatable headless runs. - Added persistent prepared Test Lab and Survival Progression playtest profiles plus GUI/playtest automation and save/reopen checks. - Added generated-data validation for recipes, loot tables, mining tags, crater templates, registrations, language entries, material-family completeness, Patchouli coverage, and GUI layout. ## Documentation - Updated the README for current dependency floors, optional compatibility, material families, Helium-3 naming/storage, recipe-viewer coverage, Railgun administration, data generation, and release commands. - Updated the generated configuration reference. - Expanded and audited the Patchouli Field Manual. - Added an optional compatibility roadmap and detailed release/playtest audit documentation. Thank you to everyone who tested the 1.3.0 railgun behavior, reported edge cases, and helped validate the new progression and compatibility work.
release

1.2.2

1.2.2
31 июл. 2026 г.3Minecraft: 1.21.1neoforge
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CurseForge import: magnetization-1.2.2.jar ## 1.2.2 — Finer power & ore-magnetism control ### New config New options in the in-game config screen (open it from the Mods list, or the main-menu Config button), listed by the section and option name you'll see there: - **Cross-Mod Compatibility → Require Redstone And Energy** (default off): require **both** a redstone signal **and** buffered FE at once to run an emitter, instead of the default either-or. The internal FE buffer still fills from cables/generators at all times, but with this on the emitter stays dark — and **burns no energy** — until it *also* receives redstone; with both present it runs and drains FE normally. Lets you pre-charge a magnet and gate its activation with a redstone pulse for finer control. (Needs both *Allow Redstone Power* and *Allow FE/RF Power* on to have any effect.) - **Content Toggles → Ore-Break Field Affects Armor** (default on): whether the brief residual magnetic field left when you **break a ferromagnetic ore/block** can pull the breaker through their worn metal armor. Turn off so mining no longer yanks you around — a narrow, ore-only version of *Armor Reacts To Fields* (which disables armor reaction to *all* fields). The residual still nudges loose item drops and magnetizable mobs. - **Content Toggles → Ore-Break Field Affects Items** (default on): companion toggle — whether that same ore-break residual tugs loose ferromagnetic/diamagnetic **item drops**. Turn off so mining doesn't scatter or gather your loot. With both ore toggles off, a broken ore has no magnetic effect on armor or items, while emitters and other fields are unaffected.
release

1.2.1

1.2.1
31 июл. 2026 г.1Minecraft: 1.21.1neoforge
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CurseForge import: magnetization-1.2.1.jar ## 1.2.1 — Datagen correctness sweep (mineable + loot drift fixes) ### Fixes - **Unmineable blocks / no "correct tool" tick**: the shipping `data/minecraft/tags/block/mineable/pickaxe.json` was hand-written and had drifted from the block registry (its contents were overwritten during the 1.2 anvil work), so **hematite ore plus ~30 other blocks** broke without dropping and showed no pickaxe check-mark in Jade/WTHIT. The `minecraft:mineable/{pickaxe,shovel,axe}` and `needs_{stone,iron}_tool` tags are now **generated from the block registry** (`MagBlockTagsProvider`) instead of hand-listed, so a newly-added block can no longer be silently left out. Deleted the stale hand-written tool tags. - **Several machines dropped nothing when broken**: `barkhausen_generator`, `emp_charge`, `gyrostabilizer`, `induction_pad`, `kinetic_coil`, `magnetic_item_frame`, and `magnetostrictive_sensor` had no loot table at all (and weren't in the loot provider's known-block list, so datagen never warned). Block loot is now **registry-driven**: any block without an explicit table drops itself, and the known-block set is derived from the registry, so a future missing table fails `runData` loudly instead of shipping undroppable. Also migrated 12 plain drop-self loot tables that were hand-written in `src/main` (the anvils, MHD jet, micro-thruster, solar sail, homopolar motor, structural inducer, tokamak coil/controller, g-force cushion) into datagen. ### Recipes - **Deuterium Oxide** now also has **smelting and blasting** recipes — a bucket of water cooks into a bucket of deuterium oxide (heavy water), alongside the existing glowstone-irradiation craft. ### Internal / dev tooling - **Sodium + Iris now load in dev**: Sodium's Modrinth NeoForge jar is a self-loading JarJar wrapper that doesn't unpack on the dev flat classpath, so Iris was crashing `runClient` on missing Sodium API classes. build.gradle now unwraps and merges it into a single dev mod jar (plus its fabric-renderer shims) so `runClient` launches with shaders. Sodium/Iris remain `localRuntime`-only soft deps — neither ships. - **Dev test-mod bumps** (all `localRuntime`, none shipped): Supplementaries 3.6.8 + Moonlight 3.0.18 (older builds' Sodium-compat mixin hard-crashed world load once real Sodium 0.8 loaded), Create Crafts & Additions 1.6.0, Immersive Aircraft 1.4.6, Sophisticated Core 1.4.59, Sophisticated Storage 1.5.60, Spartan Weaponry Unofficial 1.2.1, GuideME 21.1.16, and Create: New Age 1.2.0 — the last forces CC:Tweaked to 1.116.2 (an optional Maven transitive of aeronautics + simulated) to satisfy New Age's optional dependency range.
release

1.2.0

1.2.0
31 июл. 2026 г.7Minecraft: 1.21.1neoforge
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CurseForge import: magnetization-1.2.0.jar ## 1.2.0 — Propulsion ladder, fluids, gallium, and magnetic gear ### New content - **Alfvén Ribbon Backpack** (Solar Wind Wings): a chest-slot Elytra alternative whose superconducting ribbons catch the ambient solar-wind current for a **permanent, fuel-free forward boost while gliding — no firework rockets**. The boost kicks in when you glide **high up in daylight** (above Y≈120) or **anywhere in the End**. Crafted from Solar Sail panels + phantom membrane + copper. - **MR Liquid Armor** (helmet / chestplate / leggings / boots): leather-light, flexible armor that **hardens the instant you're hit** — a kinetic impact (physical, fall, or blast) pulses the magnetorheological fluid rigid and absorbs most of it. Mitigation scales with pieces worn (each ≈ 22.5%, **full set ≈ 90%**); fire/magic/drowning pass through normally. Crafted by infusing leather armor with an MR Fluid Bucket. - **G-Force Cushion** (magnetoresistive kinetic dampener): place it at the bottom of a drop — anyone wearing **metallic armor** who lands on it has their fall completely arrested (zero fall damage from any height), with a spark + clang. Without metallic armor (the conductor the field grips), it's a normal landing. - **Magnetoresistive Dampening Boots**: standalone magnetic-metal boots that **auto-save you from any fall** (no block needed), costing a little durability per save. Uniquely, they're **inert to magnetic fields by default** — never yanked by emitters — until you choose to **magnetize them in the electromagnet GUI**, after which they react like other magnetized gear. (This also generalizes the field system: any explicitly-magnetized armor piece now reacts, even non-metal.) - **Magnetosphere Solar Sail** (Alfvén wave sail): mount these panels on a Create: Aeronautics airship for **passive, fuel-free forward thrust** — they intercept the ambient field of the solar wind. Build a wide, one-block-deep wall of them: thrust **scales automatically with panel count** (more sail = more push) and with **altitude** (stronger the higher you fly). Full power by day, **half by night** — or right-click a panel to toggle its **night cut-off** (off entirely after dusk). No energy, no fuel; great for long sky-shipping routes. - **Ferrofluid Micro-Thruster** (capillary spike jet): the mod's **top propulsion tier**. Burns **raw ferrofluid** (held in an 8-bucket internal tank, topped up by right-clicking ferrofluid buckets — also pipe-fillable) **plus FE electricity** to push a magnetic craft along its facing harder and faster than anything else (up to 3.6 blocks·s⁻¹). Its stored ferrofluid and FE are shown in **WTHIT / Jade / The One Probe**. Crafted from an MHD Jet + titanomagnetite + copper. - **MHD Jet Thruster** (ionocraft): the mod's **strongest ship propulsion**. A magnetohydrodynamic engine that pushes magnetic Create: Aeronautics craft along its facing — silent, no propeller. Needs **both** a magnet (right-click to slot one) **and FE electricity**: the magnet sets the speed ceiling + thrust (Plate 1.6 / Temporary 2.2 / Permanent 3.0 blocks·s⁻¹), and a stronger magnet burns proportionally more FE per tick — so a big magnet only reaches full speed if you feed it matching power. Lights up while firing. Far stronger than the directional Repulsor. - **Homopolar Motor / Magnetic Flywheel**: a Create **kinetic generator that runs on a magnet alone** — no fuel, no energy. Open its **GUI** and drop a magnet in the slot (or quick-insert by right-clicking with one) and it spins a shaft on its placement axis. Speed and stress capacity scale with the magnet's strength, but it's deliberately gentle (a Permanent Magnet tops out at 32 RPM / 128 su) — a compact, silent starter generator. - **Structural Inducer**: place it under a structure (a ruin, a build, a chunk of terrain) and power it — it magnetically grabs the whole solid mass directly above it, glues it into a single Create: Aeronautics physics craft, and lifts it off the ground, then releases it as a free-floating ship. Scans a 9×9×16 box above itself, gated on clearance ("nothing above" the structure, so it won't grind into a ceiling), capped at 512 blocks. Skips block entities, fluids, unbreakable blocks, and `#magnetization:excavator_immune`, so it can't grab chests/machines/protected blocks. One lift per redstone pulse. Reuses the Magnetic Excavator's Sable block→sub-level machinery. (Boot-verified registration; the in-world lift itself wants a physics playtest.) - **Tokamak fusion reactor** (multiblock): build a ring of **Tokamak Confinement Coils** (superconductor — copper + titanomagnetite) around a **Tokamak Reactor Core**, then right-click the core with a **Deuterium Fuel Cell** to load it. Ringed + fuelled, it fuses (core glows) and generates a large, steady **2,000 FE/tick** that it pushes to adjacent machines/cables — the mod's top-tier power source. Fuel is real D-T fusion fuel: deuterium extracted from a water bucket inside a redstone/iron/glowstone containment shell, ~4 min burn per cell. (Confinement ring is the 8 coils around the core in its own layer for now — a compact tokamak; a larger torus footprint can come later.) - **Magnetic-metal anvils** (Magnetite / Maghemite / Hematite / Titanomagnetite): full anvils with all the vanilla behaviour, but each is **self-dampened** (no clang) and has a per-metal durability. Magnetite/maghemite/hematite are convenient-but-degrading side-grades; **Titanomagnetite never degrades** — the one metal that beats a vanilla iron anvil + dampener (it's both in one block). Crafted like a vanilla anvil from the metal's storage blocks + ingots. (Anvil model is a simple metal-textured shape for now — pending an art pass.) - **Magnetorheological (MR) Fluid**: an iron-particle "smart fluid" (iron-grey). It flows like a liquid, but when a **redstone signal** is applied it instantly stiffens to a near-solid with a full collision box — entities walk on it like a block — and reverts to liquid when the signal drops. Toggleable bridges, gates, and dams. Player-made (water bucket + iron + raw magnetite). - **Ferrofluid**: a black, water-like magnetic liquid (renders as near-black tinted water). Generates naturally **only in the Magnetic Anomaly biome** — its water bodies are ferrofluid — and is otherwise player-made (water bucket + 2 raw magnetite). Full fluid: source/flowing, placeable, bucketable. - **Magnetized ferrofluid** (pourable, shapeable magnetism): drop a ferrofluid bucket into the **electromagnet GUI** and pick a pole (N/S) to magnetize it — it becomes a glinting "Magnetized Ferrofluid Bucket". Pour it out and you get a **fully flowing fluid that is also a weak magnetic field source**: its source blocks pull/push ferromagnetic items and Sable ships like a gentle emitter, with the chosen polarity. **Plain (un-magnetized) ferrofluid emits and feels no field**, so the Anomaly biome's pools sit still instead of draining themselves away. (Follow-up polish: picking magnetized fluid back up currently yields a plain bucket, and magnetized-flows-into-plain doesn't yet auto-convert the plain — both tracked.) - **Magnetic Gyrostabilizer (rotation lock)**: mount it on a Create: Aeronautics craft and power it — it magnetically locks the ship's orientation, cancelling its angular velocity each tick so the craft still moves up/down/forward/back but won't spin, pitch, or roll. Unpowered, the ship rotates freely. Run cleanly over repulsor tracks, hold a heading, or use it as a crude autopilot on a self-propelled craft. - **Directional Repulsor + Vector Core**: craft a **Vector Core** (titanomagnetite + compass + redstone) and slot it into a Repulsor Coil (right-click to install; recoverable by breaking the coil). With the core installed the coil keeps its normal repulsion cone *and* **thrusts magnetic ships in a chosen direction** — pick one of the four directions perpendicular to the coil's facing with the **in-GUI direction-cycle button** — turning it into a self-propelling magnetic conveyor/track up to a terminal speed. While the core is in use the coil also **damps the ship's spin** so it tracks straight. Tunable: track thrust (0.5), track max speed (5.0), and spin damping (0.75). - **Pyrolytic Carbon (diamagnetic levitation)**: a strongly diamagnetic wafer (crafted from 4 charcoal). Dropped within a magnetic field it's repelled by *both* poles — pushed away from the source with its motion damped, so it settles into a stable hover above a magnet instead of being pulled in. Real diamagnetic levitation, gamified. (Hover height/feel is a first tuning pass — `FieldApplicator.DIAMAGNETIC_SUSCEPTIBILITY`.) - **Halbach-array boost**: line up magnets of the *same* polarity so their faces touch and the field concentrates — each face-adjacent same-polarity magnet steps an emitter's strength tier up (clamped to EXTREME), so a row of aligned magnets reads as one powerful emitter. The exact mirror of the hematite dampener (which steps it down). Rewards deliberate magnet arrangements. - **EMP Flux Charge**: a single-use electromagnetic bomb. Power it with redstone and it detonates — every magnetic emitter in a 12-block radius goes dark for 10s and every machine/battery's stored FE is wiped, with a flash + thunderclap, then the charge is consumed. Fries electronics, not terrain (no block damage). - **Kinetic Induction Coil**: Faraday's law as a generator — a magnetic ship moving through the coil induces an EMF proportional to its speed, so the coil generates FE (pushed to adjacent machines/cables) and emits a redstone pulse while the magnet passes. No fuel; pure kinetic-to-electric. Pairs with Lenz braking and propulsion tracks. - **Barkhausen Noise Generator**: a true-RNG block. With a magnet (any `#magnetization:anvil_dampeners` block) placed against it, its iron domains flip chaotically and it emits a rapid, unpredictable stream of random redstone strengths; idle otherwise. For random lighting, casino logic, or unpredictable spawners. - **Magnetostrictive Sensor**: a buried magnetic tripwire. Nearby motion — a player or mob running/jumping within 8 blocks — flexes its magnetostrictive core and it reads out an analog redstone signal (stronger the closer/faster), decaying when things go still. Detects through blocks, so it makes an invisible perimeter alarm or seismic mob detector. - **Induction Charging Pad**: a block that buffers FE (fed from cables/generators) and wirelessly tops up every energy-storing item a nearby player carries — main inventory, armor, offhand, and Curios slots (when Curios is installed). Electromagnetic induction, gamified. - **Lenz-effect braking**: a magnetic ship moving over conductive non-ferrous blocks (`#magnetization:eddy_conductors` — copper, aluminium, …) is dragged to a slow float/coast by induced eddy currents, exactly like a magnet falling through a copper pipe. Lay a copper track to brake or gently lower a craft. Tunable via `physics.lenzBrakingStrength` (0 disables). - **Magnetic Item Frame**: a thin magnetic wall plate that holds one item/tool/armor stuck flat to it for display (no rotation) — right-click to stick on, empty-hand to pop off. Crafted from a vanilla item frame + a magnetic plate. - **Anvil magnetic dampener**: place any magnet or magnetic storage block (`#magnetization:anvil_dampeners`) touching an anvil — its field steadies the anvil so it never degrades, and deadens the use-clang. - **Ore Dowsing Compass**: a compass whose needle points to the nearest metallic ore vein (anything in `#magnetization:metallic_ores` — our ferrous ores plus vanilla/modded `#c:ores/*`). Anvil-combine it with a specific ore to **tune** it to track only that ore. Like the other compasses, the needle scrambles inside the Magnetic Anomaly biome. The world scan is bounded + throttled (nearest-first expanding sweep, capped, re-run every second). Crafted from a vanilla compass + 2 raw magnetite. ### New content — gallium, fluids, golems & gear - **Gallium** (liquid metal): a silvery liquid that melts just above room temperature. It conducts redstone like the other conductive fluids, and when **powered and in a magnetic field** it drives a **Lorentz entity-current** that pushes entities along the flow (tunable via `mechanics.galliumCurrentSpeed` / `performance.galliumCurrentTicks`). Player-made from raw gallium; smelt raw gallium (or zinc / aluminium) into a **Gallium Ingot**. - **Solid Gallium**: liquid gallium **freezes** to a solid block when a cooling source (ice / snow / powder snow) sits next to it and **melts back** to fluid once the cooling is gone (timing via `mechanics.galliumFreezeDelayTicks` / `galliumMeltDelayTicks`); WTHIT/Jade shows its freeze/melt state. It still conducts redstone — a frozen gallium bridge carries a signal — and is the storage block + crafting material for gallium gear (9 ingots). - **Mixed Gallium**: gallium with magnetite stirred in (steel-blue tint). Does **both** at once — it **creeps toward magnets** like ferrofluid *and* carries the gallium Lorentz current when powered in a field. - **Gallium gear** (full tool set, armor set, and horse armor): crafted from gallium ingots. Gold-like but **softer** — low durability and quick to break. - **Gallium Golem**: build an iron-golem shape out of **Solid Gallium** with a carved-pumpkin head to cast one. It defends like an iron golem but is **weaker** (lower health, no knockback resistance), takes extra damage in **warm biomes**, and eventually **melts away** into a gallium fluid source (no drops) outside a cold biome — killed by other means it shatters back into solid gallium. Tunable via the `combat.galliumGolem*` config. - **MR Fluid Golem**: a golem cast from MR fluid that **hardens in a magnetic field**, raising its damage mitigation while in-field (`combat.mrGolemFieldMitigation`). Spawned via its spawn egg. - **MR Fluid tools** (sword / pickaxe / axe / shovel / hoe): magnetorheological counterparts to the MR Liquid Armor — they flex to a hardened state when struck/used. Crafted with an MR Fluid Bucket. - **Magnetic horse armor**: barding in five metals (Magnetite / Maghemite / Ferromagnetic / Gallium / Magnetorheological). Equips on a horse and is **magnetizable in any electromagnet GUI** just like wearable armor, so a barded horse reacts to fields. - **Deuterium Oxide (heavy water)**: a denser, darker-blue water-like fluid (source / flowing, bucketable). Made by **irradiating a bucket of water with glowstone dust**; it behaves like water and is the fuel feedstock for the Deuterium Fuel Cell that runs the Tokamak. - **Conductive-fluid dyes**: a Ferrofluid Bucket crafts **black dye** and an MR Fluid Bucket crafts **gray dye**, using the magnetic fluids as colourants. ### Dependencies - **Updated the Create:Aeronautics + Sable stack to latest (still MC 1.21.1)**: Sable **2.0.3** (from 1.2.2), Ponder **1.0.85**, Create Aeronautics **1.3.0**, Create Simulated **1.3.0**, Sable Companion **1.6.0**, Create **6.0.11-292**, NeoForge **21.1.233**. Sable's `mods.toml` range moved to `[2.0.0,3.0.0)`. Sable 2.0's reworked physics-constraint API, the split-out `sable_rapier` native module, and the newly-`@Internal` classes required **no source changes** on our side — the APIs we use (connected-chain walk, `RigidBodyHandle`, sub-level container, mass/bounding-box) are unchanged. Verified: compiles clean and a dedicated server boots in ~1.6s with Rapier scenes initialized.
release

1.1.4

1.1.4
31 июл. 2026 г.2Minecraft: 1.21.1neoforge
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CurseForge import: magnetization-1.1.4.jar ## 1.1.4 — Self-pull freeze fix + armor-reaction toggle (from player feedback) ### Fixes - **Build against our blocks by default**: right-clicking an interactible emitter (Electromagnet, Anchor, Repulsor, Tractor Beam, Excavator, Permanent/Temporary Magnet) while holding a block now **places** the block; **shift**-right-click opens the GUI / flips polarity. Previously you had to sneak just to place a block next to a magnet. Empty hand and non-block items (tools) still interact on right-click as before. New `content.blockPlacementFirst` toggle (default on; off restores the legacy click-to-interact / sneak-to-place behavior). - **Permanent & Temporary Magnets no longer claim they take power**: both are passive (always-on, no redstone/FE), but WTHIT / Jade / goggles were showing a power-source / energy line copied from the powered emitters. They now report no power (`acceptsPower=false`), matching the other passive blocks. - **Magnetic Elytra stays magnetic when `armorReactsToFields` is off**: the new armor-reaction toggle is meant to stop *incidental* metal armor from yanking a wearer around — but the Magnetic Elytra's whole purpose is magnetic reaction (rail-riding between emitters), so turning the toggle off was wrongly killing it. The Magnetic Elytra is now an explicit exception: it reacts to fields regardless of the toggle, while plain armor still goes inert. Other worn armor on the same wearer stays gated by the toggle. - **Aircraft no longer pulls on itself / freeze fix**: an emitter mounted on a Create: Aeronautics craft previously excluded only the single Sable sub-level it physically sat on. But a craft built with bearings, springs or hinges is several sub-levels joined by physics constraints, so a magnet on the body would yank its own bearing/spring-mounted subgroups around. Beyond looking wrong (the craft pulling on itself), this set up a feedback loop — the magnetic pull fighting the constraint that holds the parts together — which could spike or hard-freeze the physics solver, matching the "tick rate suddenly freezes, have to force quit" reports when moving a craft with active magnets. Emitters now exclude their **entire connected assembly** (walked via Sable's `getConnectedChain`), not just the host sub-level. Toggle via `physics.excludeConnectedSubLevels` (default true; off restores 1.1.x behaviour). ### Config accessibility (main-menu editable) - **Player-facing settings can now be configured from the title screen, before a world exists.** Previously the entire config was a single SERVER-type spec — and NeoForge only lets you edit SERVER configs while *in* a world, so a single player couldn't set worldgen options (biome rarity/enable) before generating the world they applied to. The config is now split: player-facing and worldgen-affecting categories (**physics, content, items, tools, worldgen, lightning, compat**) moved to a global **COMMON** spec (`config/magnetization-common.toml`) editable from Mods → Magnetization → Config at the main menu; admin/server-authoritative categories (**guiLimits, debug command-permissions**) stay in the per-world **SERVER** spec. Dedicated servers are unaffected — the owner edits the same common file in `config/`. (MP note: COMMON values aren't synced server→client; all the moved settings drive server-side logic, so the server's file is authoritative — a client's local copy only affects its own display.) ### New config - **`physics.excludeConnectedSubLevels`** (default true): exclude an emitter's whole assembly from its own force (see above). - **`content.armorReactsToFields`** (default true): whether worn metal armor makes its wearer react to magnetic fields. Turn off so players (and armored mobs) are no longer dragged toward ores, emitters or any field through their gear — for players who kept getting yanked into ore deposits and hazards. Does not affect intrinsically-magnetizable entities (e.g. iron golems) or ferromagnetic item drops. ### Performance General performance pass (no behaviour change) targeting the lag/freeze reports on busy worlds: - **Connected-assembly walk is now cached** per host with a 1 s TTL. The new self-exclusion check above walks the Sable assembly graph; without caching, every emitter on a magnet-heavy craft re-walked the same graph and rebuilt the same set every tick. Now it's one walk per craft per second, shared across all its emitters. - **Item-vacuum + anomaly-chaos entity scans now filter during chunk traversal.** `MagnetizedArmorVacuum` and `AnomalyMagneticChaos` previously materialised *every* item entity in a large box each pass and filtered afterward; the ferromagnetic/pickup-delay filter is now pushed into `getEntitiesOfClass` so non-matching items are never collected. - **Surface-repaint scanner no longer spikes on region entry.** The chunk-repaint pass (anomaly/petrified biomes) now (a) skips entirely when both biomes are config-disabled, (b) charges its per-tick budget for every chunk *examined*, not just chunks painted — so dropping into a fresh region examines at most a few chunks per tick instead of walking the whole render-distance neighborhood in one tick — and (c) reuses a `MutableBlockPos` instead of allocating per column. - **Emitter block-path lookup memoised.** Each emitter reverse-looked-up its block's registry path every tick for the soft-disable check; it's now resolved once per block-entity. - **Ship-scan TTL fallback corrected** from a stale 100 ticks to the configured 20 when the config spec isn't loaded yet. ### Textures - **Storage-block variety**: the refined ingot storage blocks (Block of Magnetite / Maghemite / Pyrrhotite / Hematite / Titanomagnetite) all shared one horizontal-band pattern and only differed by hue. Each now has a distinct pattern built from its own palette — magnetite beveled plates with rivets, maghemite keeps the banding, pyrrhotite a studded diamond-plate, hematite diagonal facets, titanomagnetite a cut-crystal facet — so they read as different materials at a glance. (Raw storage blocks already had their own chunky look and are unchanged.) - **Hematite ore retexture**: the hematite ore (stone + deepslate) read as odd red splatter — its redstone-ore-derived base had big diffuse blobs and an incoherent palette (dark blood-red mixed with washed-out pink). Rebased on the dense, crisp magnetite speck pattern (mirrored so it doesn't look like a recolor of magnetite) with a single coherent metallic-red value ramp, so it now reads as a proper ore alongside the rest of the set. - **Electromagnet / Kinetic Electromagnet top** (`electromagnet_top`, shared by both blocks): the red "N" was offset down-right and its diagonal was malformed. Redrawn as a clean, centered, rotationally-symmetric glyph on a rebuilt beveled panel (both the idle and active/glowing variants). - **Lodestone Core block**: replaced the flat 2-colour concentric-square with a dark beveled metal casing, corner bolts and a glowing amber magnetic core that tiles cleanly across faces. - **Repulsor Gun + Magnetic Grapple items**: both redrawn from the previous unreadable "tube" silhouette into a matched pair — a clean sci-fi launcher body (receiver, sight, angled grip, trigger guard) with an amber repulsor emitter muzzle on the gun and a red/blue bipolar-magnet head on the grapple. Both now also carry custom held-display transforms so the muzzle points **forward** instead of back at the player. - **Magnet-block panel symmetry pass**: every dark-panel magnet block (Electromagnet, Temporary/Permanent Magnet, Polarity Inverter, Repulsor, Magnetic Anchor, Magnetic Switch, **Tractor Beam, Magnetic Excavator** — idle + active faces) had an asymmetric grey bevel in the black panel (grey on the right/bottom, black on the top/left) that read as a dirty corner. The grey bevel is now blacked out for a clean, symmetric panel, while intentional symmetric detail (the switch's diamond ring, coil/winding stripes, anchor frame) is preserved. - **Lodestone Core re-symmetrised**: the casing's directional bevel (light top-left, dark bottom-right) looked inconsistent on a cube-all block; rebuilt with a 4-fold-symmetric concentric frame so every face matches and it tiles cleanly. - **Guns are now distinct, detailed 3D models**: the Repulsor Gun and Magnetic Grapple are voxel models built from a 16-shade palette with baked shading (lighter top decks, darker undersides) and greeble detail. The **Repulsor** reads as an energy push-cannon — gunmetal body, glowing orange power cell on top, copper barrel with a ring, wide copper bell emitter with an amber/white-hot core. The **Grapple** reads as a magnetic harpoon launcher — slimmer body, a cable reel on top, a long thin barrel with a steel ring, and red-top/blue-bottom magnet claw prongs with darker tips. They were scaled down (were oversized) and are the model in every context including the inventory icon. ### Gun effects - **Repulsor field is now visible**: firing draws the actual conical repulsion volume as expanding particle rings along the look axis, so you can see the area being pushed instead of a thin dotted line. - **Grapple line reaches the target**: while the grapple pulls, a taut particle line is drawn from the player to whatever's being grappled (emitter, ship or magnetized mob), tracking a moving anchor each tick. - **Muzzle lights up when fired**: instead of a particle burst, the gun *model itself* glows at the nozzle for a few ticks after a shot — a `fired` item-model property swaps in a variant whose muzzle (Repulsor bell/core, Grapple claw prongs) is white-hot. Driven by a synced `fired_at` data component.
release

1.1.3

1.1.3
31 июл. 2026 г.3Minecraft: 1.21.1neoforge
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CurseForge import: magnetization-1.1.3.jar ## 1.1.3 — Tag-cycle crash defense + emitter GUI fix ### Stability - Added defensive protection against datapack tag-cycle stack overflows during world creation, including self-referencing upstream tags. ### Fixes - Emitter strength buttons are now idempotent: clicking the selected tier again no longer clears the override and falls back to STRONG.
release

1.1.2

1.1.2
31 июл. 2026 г.5Minecraft: 1.21.1neoforge
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Что нового
CurseForge import: magnetization-1.1.2.jar ## 1.1.2 — Anomaly biome overhaul, themed stone family, ore texture refresh ### New blocks: Anomaly Stone family - **`anomaly_stone`** + **`cobbled_anomaly_stone`**: vanilla stone-pattern blocks with iron-oxide green tint, the natural-look "bedrock" of the Anomaly biome. Mining `anomaly_stone` without silk drops cobbled; silk-touch keeps the smooth form (same as vanilla stone/cobblestone). - **Stairs + slabs + walls**: `anomaly_stone_stairs`/`_slab`, `cobbled_anomaly_stone_stairs`/`_slab`/`_wall`. Full vanilla parity — crafting recipes (4-stair, 6-slab, 6-wall) plus stonecutter shortcuts. - **`magnetic_gravel`**: dark gravel with magnetite specks. Falls under gravity (`ColoredFallingBlock` parent), lightly magnetic (`#magnetization:ferromagnetic_blocks`), mined with a shovel. Custom loot: 5% chance of raw magnetite, 3% raw maghemite (instead of vanilla's flint roll), otherwise drops itself. - **Magnetic-gravel worldgen** (`magneticGravelInVanillaBiomes`, default true): a sparse disk of magnetic_gravel attempts placement in ~1-in-24 chunks across overworld biomes, gated via `ConfigGatedAddFeaturesModifier`. Lets survival players who never reach an Anomaly biome still find a small supply through normal exploration. - **Patchouli "Anomaly Terrain" entry**: walks players through anomaly_stone (silk vs cobbled drop, smelt to revert), the cobbled-stone family (stairs/slabs/walls), and magnetic_gravel (loot table + worldgen footprint). ### Anomaly biome surface workaround - **Chunk-paint scanner**: TerraBlender's `NoiseGeneratorSettings.surfaceRule()` mixin gets silently overridden by Citadel (Alex's Caves dep) when both target the same dimension's surface rule. Diagnosed the conflict (the static rule map IS populated with our namespace, mixin chain just doesn't fire), and worked around it with a `ServerTickEvent.Post` scanner that paints the visible surface of anomaly/petrified chunks once per chunk, near each player, capped at 8 chunks per tick. The original `MagSurfaceRules` stays registered so users on non-Citadel installs still get the surface for free. - **Surface palette**: anomaly chunks now read as stone-bulk (80% `anomaly_stone` + `magnetic_gravel`) with 20% ore veining (magnetite, vanilla iron, hematite, maghemite, pyrrhotite, titanomagnetite, vanilla gold, rare `raw_magnetite_block` outcrop). - **`AnomalyRegion` weight 2→1**: TerraBlender's minimum, so the biome claims a smaller slice of parameter space. Combined with the existing `EXTREMELY_RARE` rarity default, the biome should be properly hard to stumble into on a fresh world. ### Ore texture refresh - All 10 ferrous ore textures rebased on distinct vanilla bases for visual variance — magnetite from coal_ore (dense specks), maghemite from copper_ore, pyrrhotite from gold_ore, hematite from redstone_ore, titanomagnetite from lapis_ore. Stone/deepslate base pixels preserved byte-for-byte; only speck colors swapped via per-variant 5-color map. ### Player onboarding - **Field Manual auto-give**: new players receive the Patchouli field manual on first login to a world or server. Per-player flag persists in NBT so reconnecting doesn't re-give. Toggle via `compat.fieldManualAutoGive` (default true). - **Field Manual multi-recipe**: three cheap recipes (Book + Raw Magnetite, Book + Iron Ingot, Book + Lodestone) so players can craft a replacement from whatever they find first. ### Testing & observability - **GameTest infrastructure** (`./gradlew runGameTestServer`): initial coverage for emitter `onLoad`/`setRemoved` lifecycle + per-tick energy drain. Sable-dependent multi-ship + excavator tests deferred (need contraption-assembly machinery). - **Crash report context**: emitter BEs now attach polarity, energy buffer, range/strength overrides, and cached ship state via `fillCrashReportCategory`. Anchor BE adds the bound ship UUID; excavator BE adds in-flight ship count. - **SableBridge logging**: 8 previously-silent `catch (Throwable)` blocks now emit throttled WARN logs (30s per call-site) with ship UUID context, so Rapier JNI failures stop disappearing into the void. ### Fixes - **Deepslate maghemite + stone titanomagnetite now actually spawn (rarely)**: previous worldgen only placed these in their natural Y ranges (maghemite Y 40..120 never reached deepslate; titanomagnetite Y -64..-8 never reached stone), so JER charted them as "straight lines" and survival players who only mined one rock layer would never see the off-layer variant. Added `ore_maghemite_deep_rare` (Y -16..-1, rarity 1/4) and `ore_titanomagnetite_shallow_rare` (Y 0..32, rarity 1/6) placed features + matching biome modifiers; JER chart now shows the rare band at ~5% of the main-layer chance. - **`/magnetization tp` now lands on the actual visible surface**: previously generated the chunk to SURFACE status and read MOTION_BLOCKING heightmap, which could leave the player a block below the painted top. Now forces FULL chunk generation and walks up past any post-heightmap decorations. - **Dedicated server crash on boot**: the use-curio payload registration was triggering class-load of the client-only `MagKeyBindings` (KeyMapping field initializers), which fatally errored on dedicated servers. Moved the payload + handler to `com.stonytark.magnetization.network.UseCurioPayload` (server-safe package); `MagKeyBindings` stays client-only. - **Tag references cross-mod**: wrapped 84 bare `#c:` refs in `ferromagnetic` + `ferromagnetic_blocks` with `{"id": "...", "required": false}` so tag load doesn't fail when optional mods (cobalt/tin/steel providers) aren't installed. Added c-tag JSONs for our own magnetite items (`c:ingots/magnetite`, `c:raw_materials/magnetite`, `c:ores/magnetite`, `c:storage_blocks/magnetite`, `c:storage_blocks/raw_magnetite`). - **`field_manual.json` recipe format**: migrated from the obsolete `"type": "neoforge:conditional"` wrapper to the inline `"neoforge:conditions": [...]` format required by NeoForge 1.21+. - **`ShipMagneticRegistry` silent scan failure**: scanner exceptions now log WARN with ship UUID instead of silently falling back to DEFAULT. - **`MagItemTooltips` silent build failure**: tooltip-key map build failures now WARN once and poison the map so we don't retry every tooltip call. - **Patchouli Magnetic Switch entry**: was missing from the field manual; added with usage explainer. ### Config reorganization - **`ae2MeteoriteHookEnabled`** moved from `[worldgen]` to `[compat]` — it's a mod-compatibility toggle that only fires when AE2 is installed. - **`magneticSwitchRange`** moved from `[worldgen]` to `[content]` — it's per-block redstone-sensor tuning, not worldgen. - **Upgrade note**: existing `magnetization-server.toml` files from 1.0.1/1.1.0 keep these values under `[worldgen]` and will silently revert to the new defaults (`ae2MeteoriteHookEnabled = true`, `magneticSwitchRange = 8`). Behavior is unchanged unless you'd previously customised them — in which case copy the value over to the new section after first load. ### Internal - New package `com.stonytark.magnetization.network` for server-safe payload definitions. - New package `com.stonytark.magnetization.gametest` for in-world integration tests. - `gameTestServer { type = 'gameTestServer' }` run added to `build.gradle`. - `ChunkSurfaceRepaintHandler` (new) — the player-tick-driven surface scanner described above. - Cross-mod smoke-test runtime: build.gradle now `localRuntime`s Macaw's 6, Supplementaries (+Moonlight), Sophisticated Storage (+Core), Immersive Aircraft, and Create: New Age alongside existing Create / IE / Alex's Caves / AE2 / Curios / Patchouli, so the ferromagnetic tag refs to each are exercised every runClient launch. The Aether is tag-supported but kept out of the dev runtime — its transitive `accessories` mixin currently breaks against NeoForge 21.1.230's renderer dispatcher. ## 1.1.0 — Whole-ship polarity + physics overhaul ### New: ship polarity & susceptibility - Ships now have a magnetic polarity (NORTH by default; flipped by parity of Polarity Inverters on board — 1 = SOUTH, 2 = NORTH, etc.) and a susceptibility multiplier derived from ferromagnetic blocks and magnet emitters on board. - Magnets on a ship contribute to susceptibility but **never** to polarity — toggling a mounted electromagnet north↔south will not invert and tear apart the contraption. - Surfaced on Create goggles, Jade, WTHIT, and TOP overlays: `On ship: NORTH ×1.4 (12 ferrous, 3 magnets, 1 inverter)`. - Five config knobs: `shipBaselineSusceptibility`, `shipPerFerrousSusceptibility`, `shipPerMagnetSusceptibility`, `shipMaxSusceptibility`, `shipScanIntervalTicks`. ### Physics overhaul - **Torque from off-center impulses**: extended ships now rotate naturally when forces are applied off the center of mass (`τ = r × F`, ∆ω via the sub-level's inverse inertia tensor). - **Multi-sample field integration**: each emitter samples a 3×3×3 grid across the target ship's AABB by default (configurable 1–7), so non-uniform fields produce realistic torque on large ships. The per-tick acceleration cap is applied once across the summed force and distributed proportionally — preserving the relative magnitude of each sample. - **Linear drag**: ships under sustained magnetic pull settle to a terminal velocity instead of accelerating without bound (`shipLinearDrag`, 2 %/tick default). - **Angular drag**: counterpart to linear drag — without it the torque from off-center sample forces could keep a ship spinning indefinitely (`shipAngularDrag`, 5 %/tick default). - **Cumulative per-ship-per-tick budget**: multiple emitters touching the same ship now share the acceleration cap. ### Quality-of-life - **Repulsor Coil defaults** to 8-block range (was a config-derived 128 default which was nonsensical for a short-range pusher); its GUI range buttons now step by 1 instead of 8 for finer tuning. - **Emitters now react to existing redstone signals at placement time** — placing an electromagnet next to an active lever no longer leaves it inert until the lever is toggled. - **Angular drag** companion to linear drag (`shipAngularDrag`, 5%/tick default) so ships don't spin indefinitely under sustained off-center pull. ### Fixed - **Rotation bug**: magnets on simulated contraptions no longer stick to the cardinal direction they were placed in — both the field origin and axis now follow the ship's pose. (Root cause: `SableBridge.promoteToWorldSpace` was re-querying the host via a sub-level-local blockpos against the outer world level, silently failing the lookup and leaving the field in local space. Fix: takes `Pose3dc` directly from `host.logicalPose()`.) - **Wrong-frame impulses**: `addLinearAndAngularVelocity` operates in world frame, but our `dv`/`dω` were being computed in the ship's local frame. For un-rotated ships this looked fine; for rotated ships the impulse direction got rotated by the ship's own orientation, presenting as "spins near a magnet" and "repelled despite opposite poles". Now correctly transformed to world before applying. - **Magnetizable entity tag too broad**: vanilla zombies, husks, drowned, skeletons, strays, wither_skeletons, vindicators, pillagers, ravager, and falling_block were all pulled by magnets regardless of whether they wore metal. Trimmed to `iron_golem`, `arrow`, `trident` — mobs in metal armor still get pulled via the armor predicate. - **Slow polarity updates** when an inverter was broken: `shipScanIntervalTicks` default lowered 100 → 20 (5 s → 1 s), AND the inverter block now invalidates the ship state cache on place/break for instant polarity flips (~50 ms). - **Advancement false-triggering**: - `first_emitter` was triggering on any `#magnetization:ferromagnetic` item (picking up an iron ingot completed the chain). Now requires one of the seven actual emitter items. - `inverted_quarry` description mentioned wrenching but the trigger was plain block placement. Now uses `item_used_on_block` with `#c:tools/wrench` on `magnetic_excavator`. - `dual_magnetized` triggered on any `#magnetization:metal_armor` (including plain vanilla iron). Now requires both a NORTH-stamped and a SOUTH-stamped magnetized armor piece, matching the name. - `full_kit` description says "every emitter in the addon" but `permanent_magnet` was missing from the criteria; added. ### Tooling - `/magnetization debug rotate <deg> [yaw|pitch|roll]` — teleport-rotates the nearest sub-level by absolute world-frame angle, for testing magnet behavior on arbitrarily oriented ships. - Test count 13 → 50: new coverage on pose-transform math and the ship-state scanner. ## 1.1.1 — Cross-mod sweep, Repulsor Gun, FE/RF, Curios keybinds ### New: admin & test commands - `/magnetization help` — permission-aware list of every subcommand with a one-line description. No-perm, available to any player. - `/magnetization version` — prints mod + Create + Sable + Aeronautics + NeoForge versions. - `/magnetization stats` — counts loaded emitters / live Sable ships / magnetized entities in the player's level. - `/magnetization config show [filter]` — reflection-driven dump of live `MagConfig` values, optional substring filter. - `/magnetization debug energy <pos> [fill|drain|set <n>]` — read or write an emitter's FE buffer directly. Replaces having to set up a real FE source to validate the energy path. - `/magnetization debug curios` — list contents of the running player's Curios slots; confirms slot membership when validating HUD/keybind behaviour. - `/magnetization tp <biome> [player]` — extended with optional player arg (op-gated) so admins can yank another player into the anomaly / petrified forest. - `/magnetization spawn_test_ship [size] [material]` — extended with optional size (1–5) and material (magnetite|iron|raw_iron|gold|copper) args so the same command produces tiny test cubes or hefty contraptions on demand. Defaults stay 1×1×1 magnetite. - `MagCommands.onRegister` refactored to delegate to subtree-builder helpers (`buildDebugSubtree`, `buildLirmSubtree`, `buildTpSubtree`, `buildSpawnTestShipSubtree`) — future additions don't require editing a 100-line fluent-chain. ### New: advancements - New `MagSimpleTrigger` infrastructure under `com.stonytark.magnetization.advancements` + `MagTriggers` DeferredRegister. Generic empty-condition `SimpleCriterionTrigger` reused under two registry IDs (`energy_activated`, `recoil_launch`). - **Recoil Engineer** (`crafted_repulsor_gun`) — fires when a Repulsor Gun enters the player's inventory. - **Newton's Third** (`recoil_launch`, hidden challenge) — fires when the gun's self-recoil ray-trace actually lands on a magnetic emitter block (i.e. the player gets the kickback). Triggered from `RepulsorGunItem.applySelfRecoil`. - **Wired In** (`powered_by_energy`, goal) — fires when an emitter's `energyActiveThisTick` transitions false→true with a `ServerPlayer` within 16 blocks. Triggered from `AbstractEmitterBlockEntity.tickEmitter`. ### Repulsor Gun: mass-aware ship push - Ship pushes now go through `RigidBodyHandle.applyLinearImpulse` directly instead of the sustained `FieldApplicator.apply` path (which caps per-tick acceleration — neutered the gun's one-tick burst on medium-mass ships). Sable computes `velocity_delta = impulse / mass`, so small test cubes fly while heavy contraptions budge proportionally. - Two new config knobs: `items.repulsorGunShipImpulse` (default 40, Sable kg·m/s) and `items.repulsorGunShipMaxVelocityDelta` (default 8 m/s, per-shot velocity cap so a 1-block magnetite cube doesn't launch across the world). - Entity / dropped-item / self-recoil paths unchanged; ship path is the only behavioural diff. - New public `FieldApplicator.applyEntitiesOnly(level, field)` entry so callers can use the entity pipeline without the ship side. ### Curios slot UI - Curios capability was registered for Field Compass / Magnetic Grapple / Repulsor Gun in the 1.1.0 cycle, but no slots existed for them to live in (Curios 1.21.1 ships no default entity assignments). Added `data/magnetization/curios/entities/player.json` giving the player one **charm**, one **back**, and one **hands** slot. Added matching `data/curios/tags/item/slot/{charm,back,hands}.json` tags so the slot validators accept our items. - Slot mapping: Field Compass → charm (passive — needle + HUD read the slot directly), Magnetic Grapple → back (active via `USE_GRAPPLE` keybind), Repulsor Gun → hands (active via `USE_REPULSOR_GUN` keybind). ### GUI fixes - Emitter energy bar moved up out of the range `+` button row (was overlapping at y=50). Now 8×40 px at y=5–45, clears the button row. - Energy bar colour simplified to a red fill on a black border (was source-coloured red/orange/grey/blue). Source info is still in the hover tooltip and the tooltip line on the emitter itself. ### Dependency bumps - NeoForge `21.1.219` → `21.1.230` - Sable `1.1.3` → `1.2.2` (no API surface changes affecting our code — audited) - Create: Aeronautics `1.1.0` → `1.2.1` - Simulated `1.1.0` → `1.2.1` (`1.1.3` proposed but never published to any configured maven) - Jade `15.10.0+neoforge` → `15.10.5+neoforge` - All other soft-dep versions verified current as of the release date. ### Fixes - **`en_us.json` was missing its closing `}`** — JSON parser failed at the last line, so every translation key in the mod fell back to its raw form (config menu, blocks, items, HUD, Patchouli). The missing closing brace shipped silently from the Phase 19.1 batch. - **Repulsor Gun missing from creative tab + JEI** — `MagCreativeTab` listed `MAGNETIC_GRAPPLE` and `LODESTONE_CORE` consecutively but skipped the gun. - **`/magnetization version` showed `Aeronautics absent`** — used `create_aeronautics` as the mod ID; actual is `aeronautics`. - **`temporary_magnet` missing from `#minecraft:mineable/pickaxe`** — block existed but couldn't be efficiently mined with a pickaxe. - **Eight missing translation keys** filled in: `item.minecraft.{potion,splash_potion,lingering_potion,tipped_arrow}.effect.magnetized` (Potion of Magnetization + variants), `book.magnetization.entry.repulsor_gun.recipe` (Patchouli crafting page caption), `magnetization.configuration.items.repulsorGunShipImpulse` + `repulsorGunShipMaxVelocityDelta` (the new ship-impulse config knobs). - **Four orphaned textures removed** — `block/magnetic_excavator_back.png`, `block/tractor_beam_back.png`, `item/petrified_wood.png`, `particle/mag_field.png` (no model references). - **README drift** — Sable / NeoForge / Aeronautics / Simulated version requirements caught up to the bumps; Curios description updated to mention the three actual slot types; Repulsor Gun added to the items list; new commands added to the player-interactions list. ### Hardening - Concurrency: `TemporaryLirmFields.ENTRIES_BY_LEVEL` switched from `HashMap` to `ConcurrentHashMap` with `Collections.synchronizedList`-wrapped inner lists; the tick-handler's iterate-with-remove holds the list lock for the whole pass. Removes a theoretical CME if a future lightning event handler runs off the server-main thread. - Concurrency: `ActiveEmitterScanner.listeners` + `postScanHooks` switched from `ArrayList` to `CopyOnWriteArrayList`. Zero perf cost (writes only at client-setup) but bulletproof against any future mid-tick registration. ### Compatibility & tagging - **Magnetizing** (Command17) — ingot fungible via `c:ingots/magnetite`; block/item magnets recognized as ferromagnetic; honour `magnetizing:unmoveable_by_magnets` entity tag so admins curate one list. - **Create: Magnetics** (Koudesuk) — ingot/sheet/block fungible via `c:` tags; Kinetic Magnet counts as a magnet for ship susceptibility; magnetized crystals are ferromagnetic items. - **Simulated** — Redstone Magnet recognized as a magnet emitter, so contraptions carrying one feel our fields naturally. - Recipe ingredients (excavator, magnetite block) switched to `c:ingots/magnetite` tag so any of the three mods' ingots feed our recipes. - Broader `c:` metal tags added to `ferromagnetic_blocks` and `ferromagnetic` (items) — steel, nickel, cobalt, zinc, brass, tin, lead, silver, osmium, uranium, aluminum, neodymium, electrum, invar, constantan, bronze. Any tech/Create addon populating these gets free integration. - **Alex's Caves** — Magnetron + Ferrouslime in `magnetizable` entity tag; Azure/Scarlet magnet blocks and their neodymium ores/ingots/blocks in `ferromagnetic_blocks`/`ferromagnetic`; Heart of Iron, Galena, Ferrouslimeball as ferromagnetic items. - **Twilight Forest** — knightmetal/steeleaf/ironwood/fiery ingots + blocks tagged as ferromagnetic; their full armor sets in `metal_armor` so they accept polarity stamps from the Electromagnet GUI. - **Create: New Age** — its `electromagnet` coil + `tesla_coil` recognized as ferromagnetic blocks (the names overlap with ours but the mechanics don't conflict — theirs is a power-generation coil, ours is a field emitter). - **Create: Crafts & Additions** — copper wires, iron rods, capacitor, electric motor tagged ferromagnetic. - **Mekanism** — osmium/lead/tin/uranium/refined alloys are auto-covered by the `c:` tag expansion above. - **EMI** plugin — recipe-viewer info pages for ferromagnetic items and excavator targets, mirroring the existing JEI and REI plugins. - **Curios** plugin — Field Compass and Magnetic Grapple registered as curios so they work from a charm slot. - **Patchouli** book — craftable in-game guide (Book + Raw Magnetite) with four chapters covering basics, emitters, ship polarity, and advanced topics. Auto-registers when Patchouli is installed. - **Alex's Caves** — Magnetron + Ferrouslime in magnetizable entity tag; their magnets and neodymium content in ferromagnetic tags. New config `compat.alexsCavesPotionMode` controls whether AC's Magnetizing potion and our Magnetized effect coexist (`BOTH`, default), or one mod's effect supersedes the other (`OURS_ONLY` / `THEIRS_ONLY`). - **The Aether** — gravitite tagged ferromagnetic (item + block). - **Iron Chests / Sophisticated Storage** — metal chest/barrel variants in ferromagnetic_blocks. - **Immersive Engineering** — steel/aluminum/electrum/constantan ingots, plates, wirecoils, railgun in ferromagnetic; their ore variants in ferromagnetic_blocks. - **Modular Golems / Extra Golems / Cataclysm / Bosses of Mass Destruction** — metallic golem entities and metal bosses (Ignis, Netherite Monstrosity, Gauntlet) in magnetizable entity tag. - **Quark** — Iron and Copper Oretoises in magnetizable entity tag. - **Cross-mod lightning sources** — new `#magnetization:lightning_sources` damage-type tag lets non-vanilla lightning attacks trigger LIRM stamping + log petrification. Curated entries for Iron's Spells (Chain Lightning, Lightning Lance, Thunderstorm, Ascension), Cataclysm Scylla (Lightning Spear, Electric Shock), Alex's Caves (Tesla, Magnetron Shock), IE Tesla Coil + razor shock + razor wire, Twilight Forest lightning. Datapacks can extend the list without touching code. Refactored `LightningRemnantMagnetism.applyLirmStamp(target, sourceLabel)` to be public so the new `LivingIncomingDamageEvent` listener can share the vanilla-bolt code path. - **Supplementaries** — iron_gate, gold/netherite doors+trapdoors, pulley_block, faucet, bellows, cog_block, spring_launcher, globe, wind_vane, hourglass, cannon, cannonball, rocket all ferromagnetic. - **Immersive Engineering deeper pass** — Tesla Coil, Floodlight, Transformers, Capacitors (LV/MV/HV), Generators, Coil blocks, full steel/aluminum architecture line (fences, gates, posts, doors, trapdoors, catwalks, scaffolding, ladders, sheetmetal), feedthrough — plus `#c:sheetmetals` for any-mod metal sheet coverage. - **Macaw's mods** — Doors (7 metal variants), Fences (17 metal variants), Lights (15 iron/gold/copper candle holders + chandeliers), Bridges (iron variants), Trapdoors (3 metal variants), Windows (6 metal variants). - **Immersive Aircraft + Aviator Dreams** — all 7 IA aircraft (Gyrodyne, Biplane, Airship, Cargo Airship, Warship, Quadrocopter, Bamboo Hopper) and all 8 Aviator Dreams aircraft entities tagged magnetizable; metal crafting components (engines, propellers, boilers, gyroscope, gears, pipes, hull reinforcement, landing gear, rotary cannon, bomb bay, etc.) tagged ferromagnetic. Aircraft are plain entities (not Sable sub-levels), so velocity injection from our fields works directly. ### Grapple targeting expanded - The Magnetic Grapple now hooks attractive emitters (unchanged), Sable sub-levels with non-zero susceptibility, and magnetized living entities (any armor with the polarity stamp, or carrying the Magnetized effect). Mobile targets are tracked via a position-supplier each tick, so the grapple pulls toward a moving ship's current pose-center or a fleeing entity's current position rather than where they were at click time. ### FE/RF as alternative power source - The 5 redstone-powered emitters (Electromagnet, Magnetic Anchor, Repulsor Coil, Tractor Beam, Magnetic Excavator) now expose an `IEnergyStorage` capability and accept FE/RF from any mod that provides it (Create: Crafts & Additions, Mekanism, Thermal, IE generators, AE2, etc.) — no hard dep on any specific energy mod required, FE is a NeoForge-native API. - Internal one-way buffer (50 000 FE default, 200 FE/tick transfer rate, 10 FE/tick drain while emitting). External `extractEnergy` returns 0 by design — the emitter is the only thing that drains the buffer. - Power resolution: redstone takes priority (free); if redstone is off and energy is allowed + sufficient, one tick's drain consumes from the buffer. Energy stays buffered when idle. - New admin config: `compat.allowRedstonePower` (default true), `compat.allowEnergyPower` (default true), `compat.emitterEnergyCapacity` (50 000), `compat.emitterEnergyDrainPerTick` (10), `compat.emitterEnergyTransferRate` (200). Setting `allowRedstonePower=false` forces players to use FE/RF, useful on hardcore-leaning servers where infinite redstone trivialises the loop. - The KineticElectromagnet is unchanged — it uses Create kinetic stress; adding FE on top would conflict with the kinetic balance and isn't what was asked. ### New items - **Repulsor Gun** — hand-held conical repulsor, opposite of the Magnetic Grapple. Right-click fires a one-tick pulse along the look direction: ships in the cone get pushed away, magnetized entities get knockback, dropped items + falling blocks get nudged out. Self-recoil triggers when the shot lands on a magnetic emitter block — closer = harder kickback, giving traversal options ("aim down at a lodestone to launch backward"). Cooldown-gated (no FE/RF). Texture is a hue-shifted recolour of the Magnetic Grapple to read as a paired item. - **Field Compass overhaul** — replaces the right-click scan with a vanilla-compass-style passive needle. 32 hue-shifted compass frames pick the needle direction toward the nearest active emitter; HUD overlay above the hotbar shows bearing (cardinal + degrees), distance, polarity, and strength when the compass is in hand OR any Curios charm slot. Inside the Magnetic Anomaly biome the needle spins erratically and the overlay flips to a flavour line. - **Vanilla compass anomaly behaviour** — vanilla `minecraft:compass` needle also scrambles inside the Magnetic Anomaly biome (theming match with our Field Compass). Config-gated `compat.anomalyAffectsVanillaCompass` (default true) for admins who want vanilla untouched. - **Curios keybinds** — Magnetic Grapple and Repulsor Gun are activatable from Curios charm slots via configurable keybinds under *Options → Controls → Key Binds → Magnetization*. Default unbound so players pick a key with no vanilla conflicts. Field Compass stays passive in curio slots (no keybind needed — the needle and HUD both read the slot directly). ### Modded armor + tools recognized - Immersive Engineering (Steel + Faraday armor sets, Hammer, Wirecutter, Revolver, Railgun, Drillheads), Iron's Spells (iron-plated and netherite-plated armor sets, Cultist/Executioner/Knight swords), Cataclysm (Ignitium armor + elytra chestplate + tool set), Alex's Caves (Hazmat suit), Mekanism (Steel armor + tools), TF tools (knightmetal/steeleaf/ironwood/fiery sword/pickaxe/axe/etc.) all in `metal_armor` and `metal_tools` — so they accept polarity stamps from the Electromagnet GUI and feed our magnetized-armor pull system.
release

1.0.1

1.0.1
31 июл. 2026 г.0Minecraft: 1.21.1neoforge
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Что нового
CurseForge import: magnetization-1.0.1.jar ## 1.0.1 — Worldgen hotfix - Fixed silent worldgen breakage (custom biome modifier codec, `minecraft:ore_copper` was the wrong target).
release

1.0.0

1.0.0
31 июл. 2026 г.5Minecraft: 1.21.1neoforge
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Что нового
CurseForge import: magnetization-1.0.0.jar ## 1.0.0 — Initial release - Magnets, anchors, electromagnets, tractor beams, repulsor coils, excavators, magnetic switches, polarity inverters. - Ferromagnetic and magnetite ore/ingot/blocks. - Magnetized armor and tools (per-tool signature abilities; lightning induces remnant magnetism). - Magnetic Anomaly and Petrified Forest biomes (via TerraBlender). - Field Compass, Magnetic Grapple, mob effect, particles. - Create goggle, Jade, WTHIT, TOP, JEI, REI, and Ponder integrations.