A tale of curious spirits, forgotten woods, and the magic that lingers between.
💎NOTICE💎
Feel free to use this in any modpack whether curseforge or modrinth.
✨ Overview
Wisp & Willow is a mystical expansion mod centered around nature spirits, ambient magic, and the transformative power of the old forest.
Drop an Oak Sapling and a piece of Deepslate into still water, and watch as the forest answers — granting you a Willow Sapling, the first step toward the unknown.
From there, craft sigils, awaken familiars, and uncover ancient rituals once whispered by wisps that wander the night.
🕯️ Features
🌿 New Magical Flora — Discover Willow trees, and strange potted plants that hum with energy.
🔮 Elemental Sigils — Craft powerful Sigils of Earth, Fire, Water, Air, Light, Shadow, and Astral to shape the world’s hidden forces.
🦋 Familiars & Spirits — Summon friendly wisps or the elusive Axolotl Familiar to accompany you on your journey.
⚗️ Ritual Crafting — Perform advanced recipes using flux, sigils, and rare reagents in drawn circles around the Willow Altar.
💎 Astral Materials — Mine astral-touched resources and refine them into materials for higher-tier rituals and tools.
✏️ Chalk & Circles — Use mystical chalk variants to draw runic patterns and conduct enchantments infused with elemental power.
📖 In-Game Grimoire — A Patchouli-powered guidebook that explains rituals, sigils, and progression step by step.
🌌 Getting Started
Drop an Oak Sapling and Deepslate into a water source block.
Retrieve the Willow Sapling that appears — your first sign of attunement.
Grow a Willow tree and craft the Willow Altar and Chalk.
Follow the in-game grimoire to learn your first simple sigils and rituals.
From there, the world slowly opens into deeper magic, stronger familiars, and more demanding ritual patterns.
🪶 Inspirations
Wisp & Willow is inspired by mods like Botania, Occultism, and Ars Nouveau, but takes a gentler, ambient approach — more forest fairy tale than arcane laboratory.
Progression is designed to feel:
Diegetic – explained in-world through the grimoire and environmental hints
Exploratory – encouraging experimentation with chalk, items, and ritual layouts
Cozy & Atmospheric – soft colors, glows, and familiar spirits rather than grim horror
⚙️ Compatibility
Target: Minecraft 1.21.x (NeoForge)
Plays nicely alongside JEI/EMI and other magic/tech mods
Shader-friendly particles and emissive highlights for lanterns, sigils, and altars
🧭 Credits
Author: Reynn, Simply Gray
Code & Design: Wisp & Willow team under Ember Frameworks
Special Thanks: Friends, testers, and the modding community for feedback and inspiration ✨
Wisp & Willow is for players who like quiet magic, soft visuals, and the feeling that the forest is just a little bit alive and watching.
# Wisp & Willow 2.0.0 — Root & Branch
**Minecraft 26.2 · NeoForge 26.2.0.88** and **Minecraft 1.21.1 · NeoForge 21.1.213**
This is the biggest update I've ever made to Wisp & Willow, and it's coming out on two versions at once. On 26.2 it's the mod's first release; on 1.21.1 it's the last one.
The short version: I cut the storage network so the mod can be about magic and nothing else, rebuilt Empyrite as real 3D armour, added a cloth armour set you spin from glimmerfawn down, gave the Spirit Realm a skyline, and redrew every item and block texture by hand at vanilla resolution.
> **⚠️ I've removed the Crystalline Network. Empty yours before you update.** Controllers, cables, drives, disks, terminals, importers, exporters and storage buses are all gone (full list below). Any of them still in your world will disappear when you load it, **and so will everything stored on their disks**. Move your things into chests, or into Refined Storage or AE2, first.
> **📌 2.0.0 is the last update for Minecraft 1.21.1.** From here on I'm developing Wisp & Willow for 26.2 only. The 1.21.1 build has everything in this changelog; it just won't get anything after it.
> **Apart from that, your worlds are safe.** Every other block and item keeps its id. Empyrite, the lamp, the pool, the spitter and the cauldron keep theirs too and pick up their new looks on their own. Moving a world from 1.21.1 to 26.2? It upgrades like any other world. Back it up first, as you would for any Minecraft version jump.
---
## 🌿 Magic, and Only Magic
I added the Crystalline Network back when Wisp & Willow didn't know what it wanted to be. It knows now: it's a magic mod. Refined Storage and AE2 already do storage better than I ever would, and I'd rather spend my time on rituals, Fluxia and the realm.
**Removed:**
- Amethyst Controller, Network Cable and Cable Blocker
- Amethyst Disk Drive and Amethyst Fluid Disk Drive
- Crystalline Disks (1K, 4K, 16K, 64K), Fluid Crystalline Disks (16K, 32K, 64K, 128K) and the Disk Case
- Amethyst Terminal, Crafting Terminal and Fluid Terminal
- Network Importer, Exporter and Storage Bus, and their fluid versions
- The Crystalline Network chapter of the grimoire and the terminal's client config options
**Kept on purpose:** the Chunk Loader; the cauldron's upgrade tray (Ember Plate, Miser's Lining and Deepening Sigil); and Amethyst Coal, Paper, Sugar Cane and Farmland, because they feed rituals, alchemy and Luxinia's Flower. The Alchemical Cauldron still takes hoppers and pipes from any mod. I rewrote the grimoire pages that pointed at the network (Luxinia's Flower, the Chunk Loader, Astralite).
---
## 🧵 Glimmerweave
Spirit Down has always baled into wool. Now you can spin it instead, into a magical cloth set.
| Step | Recipe |
|:--|:--|
| **Glimmer Thread** | 3 Spirit Down in a column → 2 thread |
| **Glimmerweave** (a bolt of cloth) | 2×2 Glimmer Thread |
| **Hood, Robe, Leggings, Slippers** | Glimmerweave in the usual armour shapes |
A full set takes 24 bolts, which is 144 down. Bring shears, and be patient with the herd.
The cloth gives you **iron's protection** (2 / 6 / 5 / 2) with no toughness and no knockback resistance. It's also the **easiest thing in the mod to enchant**: 30, where gold is 25. You mend it with a bolt of Glimmerweave on an anvil. It's a mage's set, not a soldier's.
**Set bonus** (shown on every piece's tooltip):
- **2 pieces, Downsoft:** you land like down, with no fall damage from any height.
- **4 pieces, Glimmer-sight:** you see in the dark, the way the herd does in its realm.
It counts for anything wearing it, so a zombie that picks up a hood and robe lands softly too.
When you wear it, it's fully 3D: a hood with a leaning cowl, a mantle and brooch, a sash with knotted tails, long skirt panels, bell cuffs and soft slippers. It never quite stops moving, and the glimmer stitched into the hems glows in the dark. It has its own grimoire entry under *Willow & Wilds*.
---
## 🏛️ Empyrite, Remade in 3D
Empyrite armour isn't a flat recolour any more. It's a full 3D gladiator's kit:
- **Helm:** a galea with a crimson horsehair crest, a gold brow band and gem, cheek guards, a nasal bar, a flared neck guard and gold laurels at the temples.
- **Cuirass:** a muscled breastplate with a gold medallion, gold shoulder straps, a studded belt and leather strips hanging below it, plus segmented shoulder guards and a jade-and-gold sleeve down the arm.
- **Tassets:** bound thighs with a gold band and knee guards.
- **Greaves:** ridged shin guards over sandals with gilded toes.
**Dormant** plate holds still. **Awakened** plate has a look of its own: brighter gold, filigree and muscle lines that glow enchantment-gold, and a crest lit gold at the tips. It moves, too: the crest, medallion, shoulder guards and skirt breathe on a slow loop.
If you play with the slim (Alex) arms, the sleeves are narrowed to fit instead of hanging off you.
> **Renamed to match:** the leggings are now **Empyrite Tassets** and the boots are **Empyrite Greaves** (they used to be Greaves and Sabatons). Only the names changed, so the gear you already have is untouched. The imbuing pages now say *Stride on tassets* and *Skystep on greaves*.
I redrew the item icons to match, and the sword is a short Greek xiphos now.
---
## 🌌 The Spirit Realm Gets a Skyline
The islands were flat-topped and low, so there was nothing tall to steer by. Now there is.
- **Spirit Spires:** tapering spiritstone pillars with a band of old brickwork near the base, moss at the foot and something glowing on the tip. They're thickest in the Hollow Barrens, with a few across the Spirit Meadow and the Mistfall Shallows.
- **Ancient Soulwood:** huge trees with a 2×2 trunk, usually forked into several crowns, with willow vines trailing off them. Look in the Spirit Meadow and the Soulwood Grove.
- **Soulwood, regrown:** every soulwood now has a full trunk with buttress roots, and grows one of three ways: straight with a side branch, forked into two or three crowns, or bent by a wind that never stops. The old broken trunk with a crown floating above it looked like a bug, so it's gone.
- **Wispcap glades:** tight clusters of the glowing mushroom, the realm's night-lights.
- **Spirit veils:** fields of glimmerbloom, moonlily, fern and duskbloom, thick enough to read as a meadow from above.
- **Atmosphere:** the fog and sky lean violet now, more motes drift through the Spirit Meadow and the Soulwood Grove, and ash drifts over the Barrens.
> New features only grow in chunks that haven't been generated yet. If you've already explored part of the realm, head somewhere new to find them.
---
## 🎨 Every Item and Block Texture, Redrawn
I redrew every item sprite and block texture by hand at **vanilla resolution (16×)**, in the spirit of Botania, Thaumcraft and Blood Magic. That includes the Empyrite, Glimmerweave and Arcane Goggles icons. The natural blocks start from real vanilla sprites recoloured into the mod's palette, so they sit comfortably next to vanilla: willow bark, soulwood with glowing cyan veins, willow and soulwood leaves, fenstone, peat, spiritstone, astralite and willow amber.
- **Spawn eggs:** each one is a little drawing of its creature now, instead of a two-colour egg.
- I redrew the **portal** surfaces and the cauldron's rune ring to match.
- I repainted the Alchemical Cauldron's window, the Fluxia bar, the mod's buttons, the advancement background, the Fluxia beam, the portal sparkles, the awakened glint, and the Arcane Goggles as worn.
Mobs, the 3D armour, the Thornrose Staff and the effects stay high-resolution on purpose.
---
## ⚙️ The Machines, Remodelled
- **Fluxia Lamp:** a proper lamp block now, shaped like a redstone lamp but glowing Fluxia cyan. Full brightness (15, up from 10), a full-block hitbox, and it breaks quickly and sounds like glass.
- **Willow Fluxia Pool:** a low basin with gold-capped corner posts, with the Fluxia sitting inside it.
- **Fluxia Spitter:** an open cage of pillars with a gold canopy and a lens, so you can see the orb inside.
- **Alchemical Cauldron:** cauldron-shaped, in the mod's own dark iron. Complete the ring and it gains gold bands and glowing runes.
---
## 🐾 Creatures
Every creature got a shading pass: darker edges and soft light from above, so heads, legs and bodies read as separate shapes instead of flat slabs. The glimmerfawn's coat is proper fleece now, I tidied up the wisp familiar's head, and the frog familiar hops instead of trotting.
---
## 🧩 Version Notes
| | **26.2** | **1.21.1** |
|:--|:--|:--|
| Minecraft · NeoForge | 26.2 · 26.2.0.88+ | 1.21.1 · 21.1.213 |
| GeckoLib | required (5.5+) | required (4.8+) |
| Patchouli (the grimoire) | optional\* | required |
| Recipe pages | JEI (optional) | JEI (optional, 19.19.2 or newer) |
| Ponder scenes | not yet | yes, with Ponder (comes with Create) |
\*Patchouli doesn't have a 26.2 build yet, so on 26.2 it's optional. Everything else works without it, the book's data still ships, and the grimoire comes back as soon as Patchouli does. Until then the root advancement uses the Omni Chalk as its icon. Ponder doesn't have a 26.2 build either; I'll bring its scenes back when it does.
**Recipe pages are JEI on both versions now.** On 1.21.1 I've switched the mod's recipe pages from EMI to JEI, so both versions share the same ones: every ritual circle drawn to scale with its glyphs, reagents and Fluxia cost, plus Fluxia Infusion and the cauldron's brews. Hover a glyph to see its shape and colour. EMI doesn't get pages of its own from Wisp & Willow any more.
Also on 26.2: the fen's liquids have movement of their own. Bog water is a little thicker than water, and willow sap is slow going, but you can always wade or climb out of it.
---
## 🔧 Smaller Things
- Botany Pots recipes only load now when Botany Pots is installed, so a pack without it no longer logs recipe errors at startup.
---
*Thanks for playing, and thank you to everyone who stuck with the mod on 1.21.1. See you on 26.2!* 💜
# Wisp & Willow 2.0.0 — Root & Branch
**Minecraft 26.2 · NeoForge 26.2.0.88** and **Minecraft 1.21.1 · NeoForge 21.1.213**
This is the biggest update I've ever made to Wisp & Willow, and it's coming out on two versions at once. On 26.2 it's the mod's first release; on 1.21.1 it's the last one.
The short version: I cut the storage network so the mod can be about magic and nothing else, rebuilt Empyrite as real 3D armour, added a cloth armour set you spin from glimmerfawn down, gave the Spirit Realm a skyline, and redrew every item and block texture by hand at vanilla resolution.
> **⚠️ I've removed the Crystalline Network. Empty yours before you update.** Controllers, cables, drives, disks, terminals, importers, exporters and storage buses are all gone (full list below). Any of them still in your world will disappear when you load it, **and so will everything stored on their disks**. Move your things into chests, or into Refined Storage or AE2, first.
> **📌 2.0.0 is the last update for Minecraft 1.21.1.** From here on I'm developing Wisp & Willow for 26.2 only. The 1.21.1 build has everything in this changelog; it just won't get anything after it.
> **Apart from that, your worlds are safe.** Every other block and item keeps its id. Empyrite, the lamp, the pool, the spitter and the cauldron keep theirs too and pick up their new looks on their own. Moving a world from 1.21.1 to 26.2? It upgrades like any other world. Back it up first, as you would for any Minecraft version jump.
---
## 🌿 Magic, and Only Magic
I added the Crystalline Network back when Wisp & Willow didn't know what it wanted to be. It knows now: it's a magic mod. Refined Storage and AE2 already do storage better than I ever would, and I'd rather spend my time on rituals, Fluxia and the realm.
**Removed:**
- Amethyst Controller, Network Cable and Cable Blocker
- Amethyst Disk Drive and Amethyst Fluid Disk Drive
- Crystalline Disks (1K, 4K, 16K, 64K), Fluid Crystalline Disks (16K, 32K, 64K, 128K) and the Disk Case
- Amethyst Terminal, Crafting Terminal and Fluid Terminal
- Network Importer, Exporter and Storage Bus, and their fluid versions
- The Crystalline Network chapter of the grimoire and the terminal's client config options
**Kept on purpose:** the Chunk Loader; the cauldron's upgrade tray (Ember Plate, Miser's Lining and Deepening Sigil); and Amethyst Coal, Paper, Sugar Cane and Farmland, because they feed rituals, alchemy and Luxinia's Flower. The Alchemical Cauldron still takes hoppers and pipes from any mod. I rewrote the grimoire pages that pointed at the network (Luxinia's Flower, the Chunk Loader, Astralite).
---
## 🧵 Glimmerweave
Spirit Down has always baled into wool. Now you can spin it instead, into a magical cloth set.
| Step | Recipe |
|:--|:--|
| **Glimmer Thread** | 3 Spirit Down in a column → 2 thread |
| **Glimmerweave** (a bolt of cloth) | 2×2 Glimmer Thread |
| **Hood, Robe, Leggings, Slippers** | Glimmerweave in the usual armour shapes |
A full set takes 24 bolts, which is 144 down. Bring shears, and be patient with the herd.
The cloth gives you **iron's protection** (2 / 6 / 5 / 2) with no toughness and no knockback resistance. It's also the **easiest thing in the mod to enchant**: 30, where gold is 25. You mend it with a bolt of Glimmerweave on an anvil. It's a mage's set, not a soldier's.
**Set bonus** (shown on every piece's tooltip):
- **2 pieces, Downsoft:** you land like down, with no fall damage from any height.
- **4 pieces, Glimmer-sight:** you see in the dark, the way the herd does in its realm.
It counts for anything wearing it, so a zombie that picks up a hood and robe lands softly too.
When you wear it, it's fully 3D: a hood with a leaning cowl, a mantle and brooch, a sash with knotted tails, long skirt panels, bell cuffs and soft slippers. It never quite stops moving, and the glimmer stitched into the hems glows in the dark. It has its own grimoire entry under *Willow & Wilds*.
---
## 🏛️ Empyrite, Remade in 3D
Empyrite armour isn't a flat recolour any more. It's a full 3D gladiator's kit:
- **Helm:** a galea with a crimson horsehair crest, a gold brow band and gem, cheek guards, a nasal bar, a flared neck guard and gold laurels at the temples.
- **Cuirass:** a muscled breastplate with a gold medallion, gold shoulder straps, a studded belt and leather strips hanging below it, plus segmented shoulder guards and a jade-and-gold sleeve down the arm.
- **Tassets:** bound thighs with a gold band and knee guards.
- **Greaves:** ridged shin guards over sandals with gilded toes.
**Dormant** plate holds still. **Awakened** plate has a look of its own: brighter gold, filigree and muscle lines that glow enchantment-gold, and a crest lit gold at the tips. It moves, too: the crest, medallion, shoulder guards and skirt breathe on a slow loop.
If you play with the slim (Alex) arms, the sleeves are narrowed to fit instead of hanging off you.
> **Renamed to match:** the leggings are now **Empyrite Tassets** and the boots are **Empyrite Greaves** (they used to be Greaves and Sabatons). Only the names changed, so the gear you already have is untouched. The imbuing pages now say *Stride on tassets* and *Skystep on greaves*.
I redrew the item icons to match, and the sword is a short Greek xiphos now.
---
## 🌌 The Spirit Realm Gets a Skyline
The islands were flat-topped and low, so there was nothing tall to steer by. Now there is.
- **Spirit Spires:** tapering spiritstone pillars with a band of old brickwork near the base, moss at the foot and something glowing on the tip. They're thickest in the Hollow Barrens, with a few across the Spirit Meadow and the Mistfall Shallows.
- **Ancient Soulwood:** huge trees with a 2×2 trunk, usually forked into several crowns, with willow vines trailing off them. Look in the Spirit Meadow and the Soulwood Grove.
- **Soulwood, regrown:** every soulwood now has a full trunk with buttress roots, and grows one of three ways: straight with a side branch, forked into two or three crowns, or bent by a wind that never stops. The old broken trunk with a crown floating above it looked like a bug, so it's gone.
- **Wispcap glades:** tight clusters of the glowing mushroom, the realm's night-lights.
- **Spirit veils:** fields of glimmerbloom, moonlily, fern and duskbloom, thick enough to read as a meadow from above.
- **Atmosphere:** the fog and sky lean violet now, more motes drift through the Spirit Meadow and the Soulwood Grove, and ash drifts over the Barrens.
> New features only grow in chunks that haven't been generated yet. If you've already explored part of the realm, head somewhere new to find them.
---
## 🎨 Every Item and Block Texture, Redrawn
I redrew every item sprite and block texture by hand at **vanilla resolution (16×)**, in the spirit of Botania, Thaumcraft and Blood Magic. That includes the Empyrite, Glimmerweave and Arcane Goggles icons. The natural blocks start from real vanilla sprites recoloured into the mod's palette, so they sit comfortably next to vanilla: willow bark, soulwood with glowing cyan veins, willow and soulwood leaves, fenstone, peat, spiritstone, astralite and willow amber.
- **Spawn eggs:** each one is a little drawing of its creature now, instead of a two-colour egg.
- I redrew the **portal** surfaces and the cauldron's rune ring to match.
- I repainted the Alchemical Cauldron's window, the Fluxia bar, the mod's buttons, the advancement background, the Fluxia beam, the portal sparkles, the awakened glint, and the Arcane Goggles as worn.
Mobs, the 3D armour, the Thornrose Staff and the effects stay high-resolution on purpose.
---
## ⚙️ The Machines, Remodelled
- **Fluxia Lamp:** a proper lamp block now, shaped like a redstone lamp but glowing Fluxia cyan. Full brightness (15, up from 10), a full-block hitbox, and it breaks quickly and sounds like glass.
- **Willow Fluxia Pool:** a low basin with gold-capped corner posts, with the Fluxia sitting inside it.
- **Fluxia Spitter:** an open cage of pillars with a gold canopy and a lens, so you can see the orb inside.
- **Alchemical Cauldron:** cauldron-shaped, in the mod's own dark iron. Complete the ring and it gains gold bands and glowing runes.
---
## 🐾 Creatures
Every creature got a shading pass: darker edges and soft light from above, so heads, legs and bodies read as separate shapes instead of flat slabs. The glimmerfawn's coat is proper fleece now, I tidied up the wisp familiar's head, and the frog familiar hops instead of trotting.
---
## 🧩 Version Notes
| | **26.2** | **1.21.1** |
|:--|:--|:--|
| Minecraft · NeoForge | 26.2 · 26.2.0.88+ | 1.21.1 · 21.1.213 |
| GeckoLib | required (5.5+) | required (4.8+) |
| Patchouli (the grimoire) | optional\* | required |
| Recipe pages | JEI (optional) | JEI (optional, 19.19.2 or newer) |
| Ponder scenes | not yet | yes, with Ponder (comes with Create) |
\*Patchouli doesn't have a 26.2 build yet, so on 26.2 it's optional. Everything else works without it, the book's data still ships, and the grimoire comes back as soon as Patchouli does. Until then the root advancement uses the Omni Chalk as its icon. Ponder doesn't have a 26.2 build either; I'll bring its scenes back when it does.
**Recipe pages are JEI on both versions now.** On 1.21.1 I've switched the mod's recipe pages from EMI to JEI, so both versions share the same ones: every ritual circle drawn to scale with its glyphs, reagents and Fluxia cost, plus Fluxia Infusion and the cauldron's brews. Hover a glyph to see its shape and colour. EMI doesn't get pages of its own from Wisp & Willow any more.
Also on 26.2: the fen's liquids have movement of their own. Bog water is a little thicker than water, and willow sap is slow going, but you can always wade or climb out of it.
---
## 🔧 Smaller Things
- Botany Pots recipes only load now when Botany Pots is installed, so a pack without it no longer logs recipe errors at startup.
---
*Thanks for playing, and thank you to everyone who stuck with the mod on 1.21.1. See you on 26.2!* 💜
# Wisp & Willow 1.4.3 — The Alchemical Cauldron
**Minecraft 1.21.1 · NeoForge 21.1.213**
Hey everyone! This is a big one. I've added the mod's first multiblock, a new top-tier material to work toward, rites your altar keeps running for you, a chalk that draws whole circles by itself, and familiars that finally have some personality.
> **Your existing worlds are safe.** Everything here is added on top of what you already have. The only thing I changed is the Wisp Division recipe (more on that under *Brews*).
---
## 🜍 The Alchemical Cauldron
I wanted a machine you *build* rather than just place, so here it is. Set a cauldron in a circle of Fluxite and surround it with four Willow Log pillars topped with Astralite Blocks. When the structure is complete, the cauldron changes to match.
Right-click it to light it. A ring of runes spins up over the pot and glyphs drift in from the pillar tops. Sneak + right-click puts it out again.
| | |
|:--|:--|
| **Size** | 5×5, four blocks tall |
| **Blocks** | 12 Fluxite, 8 Willow Log, 4 Astralite Block |
| **To light** | 2,000 ƒ, one time |
| **Holds** | 4 ingredient slots, 2 output slots, two 8-bucket tanks |
A few things worth knowing:
- **It uses power while it brews, not all up front.** If your supply is weak it brews slower instead of refusing to start.
- **A full output pauses it, and nothing is lost.** Clear the output and it picks up where it stopped.
- **Hook it up like any other machine:** use the Flux Linking Wand on a pool, then on the cauldron.
- **It works with hoppers and pipes.** A hopper underneath pulls out finished items, and you can put chests or pipes right up against its sides.
- **It's still a cauldron,** so buckets work on it even before the structure is finished.
---
## 🪣 Fluxia by the Bucket
You can now scoop Liquid Fluxia out of a **Willow Fluxia Pool** with an empty bucket and pour a full bucket back in. Each bucket is worth **1,000 ƒ** either way, and nothing is lost.
A lot of the new cauldron brews need liquid Fluxia, and before this there was no good way to get your first bucket. Now there is.
---
## ⚗️ Brews
Thirteen brews across six tiers. Most of them are cheaper or better ways to make things you can already get, so the cauldron only becomes essential at the very top.
| Tier | What it does |
|:--|:--|
| **Steeping** | Amethyst Paper at double the yield · Fluxia Converter Dust from amethyst |
| **Leaching** | Double your raw astralite · turn four nuggets back into an ingot (instead of nine) |
| **Condensing** | Pack dust down with liquid Fluxia, release it again, and grow brand-new Fluxite |
| **Transmutation** | Astralite from Fluxite · a second Soul Wisp from one |
| **Throughput** | The cauldron's three upgrades |
| **Ascension** | Empyrite, which you can't get anywhere else |
**Wisp Division has a new recipe.** Instead of Condensed Dust, it now takes a Soul Wisp, four Astralite Ingots and four buckets of liquid Fluxia.
Every brew has its own page in the Grimoire, with ingredients, cost and brewing time.
---
## ✨ Empyrite
This is a new material tier above netherite, and the first tools and armour I've ever added to the mod. There's no ore, no smelting and no trading for it. **The only way to get Empyrite is the cauldron.**
| | Empyrite | Netherite |
|:--|:--|:--|
| **Enchantability** | 22 | 15 |
| **Tool durability** | 2,800 | 2,031 |
| **Mining speed** | 10.0 | 9.0 |
| **Attack bonus** | 4.5 | 4.0 |
| **Armour** | 4/8/6/4, 3.5 toughness | 3/6/8/3, 3.0 toughness |
It keeps netherite's knockback resistance, so it's never a step down. The tools use Astralite Ingots for handles instead of sticks.
The Empyrite brew needs **Amethyst Coal**, which only comes from the *Minor Arcana* rite at an altar. Most of the mod lets you stick to either rituals or machines. To reach the top tier, you'll need both.
I've also added a cauldron brew that grows **Fluxite from Condensed Dust and amethyst**. It's slower and pricier than mining, but it means Fluxite is finally renewable, which helps a lot now that every cauldron wants twelve of it.
### 🔥 Awakening Empyrite
A new Tier IV rite for when you want your Empyrite to *look* the part. Lay the circle, put your Empyrite gear on the ground inside it, and offer a Gold Block, 2 Glowstone and 4 Blaze Powder (2,500 ƒ).
Every piece of Empyrite in the circle comes back **Awakened**. Its enchantment glint turns from the usual purple to **gold**, and its tooltip says so. The gear itself isn't used up: enchantments, durability, names and trims all stay exactly as they were. Awakening doesn't take an enchantment slot, and nothing can remove it.
It's purely cosmetic. It's a way to show off.
---
## ⚙️ Cauldron Upgrades
The cauldron has three upgrade slots. Put upgrades in and they take effect right away. Take them out and it goes back to normal.
| Upgrade | Effect |
|:--|:--|
| **Ember Plate** | Brews finish about 20% faster |
| **Miser's Lining** | Brews cost about 20% less Fluxia |
| **Deepening Sigil** | +8 buckets to both tanks |
You can stack them, but each extra one does a little less than the last, so you'll never get instant or free brewing. Hoppers can't reach the upgrade slots, so your upgrades stay put.
Wear the Arcane Goggles to see exactly what your upgrades are doing for you.
---
## 🕯️ Vigils
This is a new kind of rite. Most rites happen once and hand you a result. A vigil keeps running for a while and uses a small amount of Fluxia every second while it does.
The catch is that **an altar keeping a vigil can't do anything else** until the vigil ends. A vigil ends when its time runs out, when the circle under it is broken, or when the Fluxia runs dry. Sneak-click the altar if you want to end one early.
All four vigils use the same ring. Only the chalk colours and the ingredients change, so once you've learned one you can draw them all.
| Vigil | Tier | Lasts | What it does |
|:--|:--:|:--:|:--|
| **Clear Skies** | II | 20 min | Keeps rain and storms away |
| **Gathering Storm** | III | 15 min | Keeps a thunderstorm going overhead |
| **Verdant Tide** | II | 25 min | Speeds up crops, saplings, cane and anything else growing within 8 blocks |
| **Warding Light** | III | 20 min | Pushes hostile mobs out of an 8-block ring around the altar |
Look at an altar with the Arcane Goggles on and it shows which vigil it's keeping, how long is left, and what it costs per second. The circles and ingredients are all in the Grimoire.
---
## 🖍️ Omni Chalk
Drawing a forty-glyph Grand rite by hand is tedious, so I made a chalk that does it for you. **Omni Chalk draws an entire ritual circle in one click**, in the right shapes and colours.
To make it, perform the new rite **The Whole Spectrum** (Tier III, 5,000 ƒ). The circle uses sixteen glyphs, one for every colour, and you'll need to give up one stick of every colour of chalk. After that, you never have to draw a circle by hand again.
- **Sneak + scroll** to pick a rite. You can also leave it on *"whatever the altar has recognised"* and it will finish off a half-drawn circle for you.
- **Sneak + right-click the air** to jump to the next chapter.
- **Right-click an altar** to draw the circle.
- **Sneak + right-click an altar** to erase the whole circle.
It only draws on empty ground with something solid underneath, so it will never replace your blocks. Each glyph wears the chalk down a little. Erasing is free.
---
## 🦇 Familiars
Until now, every familiar did the same thing: flew in one circle, forever. If you had two, they moved in perfect sync. Each species now has its own behaviours, and no two familiars move exactly alike anymore.
| | |
|:--|:--|
| **Bat** | Flits around fast and erratically, or hangs high and still to roost |
| **Frog** | Hops along the ground with real jumps, or just sits there and croaks |
| **Wisp** | Drifts in smooth, shifting loops, or sinks down and hovers like a candle flame |
| **Axolotl** | Paddles through the air, or flops down on the floor and relaxes |
Every familiar will also occasionally stop and stare at you.
They stay closer to home now, within about 6 blocks of their altar. If one wanders too far (a frog hopping off a ledge, say), it flies back on its own.
---
## 🐦⬛ The Raven
If you ever see a black raven with a shimmering, rainbow trail circling someone's altar, you've found one of us. It's a developer-only familiar, so there's no recipe for it. Sorry!
---
## 🐛 Fixes
- **Cauldron recipes are less picky.** Ingredients can now be spread across several slots, so hoppers and shift-clicking work the way you'd expect.
- **The cauldron picks the right recipe.** If your ingredients matched more than one brew, it could make a smaller, cheaper one than you wanted. It now goes for the best match.
- **The cauldron wouldn't light** no matter how much Fluxia it had. Fixed.
- **Fluxia beams follow your actual links.** Before, the beams would draw straight lines to every connected machine, even ones you never linked directly. Now they travel along the links you made. How the power moves hasn't changed.
- **Buckets fill the right tank.** Full buckets now go into the input tank instead of the output tank, and empty buckets draw from the output tank first.
- **New arrow button** in the cauldron screen moves liquid from the output tank back into the input tank, for when one brew's result feeds into the next.
---
## 📖 Everything Else
- The cauldron's rune ring uses Minecraft's enchanting glyphs on a gold-and-violet band
- A full Grimoire entry for the cauldron with a 3D preview of the structure, plus a page for every brew and every new rite
- The Arcane Goggles show the cauldron's charge, fire, tanks and progress
*Thanks for playing! Let me know what you think.* 💜
# Wisp & Willow 1.4.1 — The Soul Gateway
Familiars are no longer something you spawn — they are something you **negotiate for**. This update adds the whole chain that gets you one: a pact written at an altar, a soul taken from a living creature, and a portal built of willow logs that burns Fluxia for as long as it stays lit.
Feeding that portal needed real power, so generation got a serious pass too.
> **Existing worlds are safe.** Everything here is additive. Altars, pools and networks you already built keep working, and the rituals you know still match the same circles.
---
## 🕯️ Familiars, Properly Earned
Getting a familiar is now five steps, and every one of them costs something.
| Step | Where | Cost |
|:--|:--|:--|
| **Amethyst Paper** | Crafting — pressed from Amethyst Sugar Cane | 3 cane → 3 paper |
| **The Written Pact** | A new 6×6 rite at your altar (Tier II) | 500 ƒ → 4 blank pacts |
| **Prime the pact** | Drop in a charged Fluxia Pool | 5,000 ƒ + a ghast tear |
| **Take a soul** | Right-click a living creature | The creature is spent |
| **Seal it** | Back in the pool | 25,000 ƒ + echo shard + astralite |
Then cast the sealed pact into a lit **Soul Gateway** and the familiar steps out, binding itself to the nearest altar on its own.
**Only certain creatures answer a pact.** Press one against anything else and nothing answers; the creature is unharmed and the pact is unspent.
### 🐸🦇 Two New Familiars
| Creature | Becomes | Boon |
|:--|:--|:--|
| Allay | Wisp Familiar | +20,000 Fluxia reserve |
| Axolotl | Axolotl Familiar | 50% cheaper rites |
| **Frog** | **Frog Familiar** | **+25% bonus output** |
| **Bat** | **Bat Familiar** | **15% cheaper, +10% bonus, +5,000 reserve** |
The **Frog Familiar** takes the *Bountiful* boon — a real chance of a second copy of whatever a rite produces. The **Bat Familiar** takes *Balanced*: a little of everything, none of it as much as a specialist gives.
Both boons existed in the code since 1.4.0 with nothing granting them. Every entry in the boon table is now something you can actually bind to an altar.
Bats live in every cave, and that is deliberate — the generalist should be the one you can get hold of first, and the specialists should be worth going looking for. Each new familiar has three colour variants.
### One familiar per altar tier
An altar attends to **one familiar per tier** — one at Tier I, up to five at Tier V. Extras still orbit and still cannot be harmed; they simply contribute nothing until you lay another ring of runes beneath them. When an altar is over its limit, the closest familiars are the ones kept.
---
## 🌀 The Soul Gateway
A five-by-five wall of **Willow Logs** with a three-by-three opening, and a **Gateway Core** in the middle of the bottom row. Fifteen logs and the core.
- **To open:** 10,000 ƒ
- **To stay open:** 200 ƒ/second, every second
- **Per pact cast:** 25,000 ƒ
Run the core dry and the gateway shuts itself, loudly. Knock a single log out of the wall while it is lit and the whole thing collapses. Wear the Arcane Goggles and it will tell you how many seconds of fuel it has left.
The portal surface is drawn as a layered, drifting starfield that shifts as you walk past it.
---
## ⚡ Fluxia Generation — Two New Blocks, and Big Buffs
A gateway is a standing load, and the old flowers could not come close to carrying one.
### New
- **Fluxia Dynamo** — burns anything a furnace would, including Amethyst Coal, at **300 ƒ/s**. One of these holds a gateway open indefinitely.
- **Astral Font** — no fuel at all, only an open sky. **75 ƒ/s** by day, **150 ƒ/s** at night. Halved in rain, halved again in thunder. Put anything solid above one and it stops.
### Buffed
| Generator | Was | Now |
|:--|:--|:--|
| Solrosa | 0.33 ƒ/s | **4 ƒ/s** |
| Luxinias Flower | 10 ƒ/s, flat 30 s per fuel | **40 ƒ/s**, uses the fuel's real burn time |
Solrosa's rate constant was named "per second" but ran once every three seconds — it was producing a third of what it claimed. Luxinias burned every fuel for a flat 30 seconds regardless of what it was, so an Amethyst Coal gave it a fifth of what the same coal gives a furnace.
---
## 🔮 Rituals Worth Casting
Several rites did not pay for their own chalk. Fixed:
| Rite | Was | Now |
|:--|:--|:--|
| **Flame Bloom** | blaze rod → 3 fire charges | **blaze rod → 3 blaze rods** |
| **Minor Binding** | 3 glowstone dust | **12 glowstone dust** |
| **Magicka Solidificus** | diamond → 8 Fluxite | **diamond → 24 Fluxite** |
| **Lunar Gate** | 1 pearl → 2 eyes | **1 pearl → 3 eyes** |
Flame Bloom was the worst of them: you fed it a blaze rod and got back three fire charges, strictly less than you put in. It is a rod duplicator now. Fluxite got the largest bump because the Dynamo, the Font and every rune all draw on it.
---
## 🐛 Fixes
**Broken links stayed on the map.** Flux links are stored only on the source node, so breaking the block on the far end left the source holding a dead position — drawn by the goggles as a live link and counted in the link total. Nodes now tell their neighbours when they are removed, and the network prunes anything that slips past.
**Altars only ever noticed one familiar.** The altar was stacking boons correctly on the server, but the check deciding whether to tell the client had no familiar state in it — so the goggles kept showing whatever was true when the first familiar arrived. Binding or banishing a familiar now updates immediately.
**The altar's floating display ignored its own buffs.** The orbiting preview showed a rite's raw numbers, so an altar with three familiars serving it looked identical to a bare one — the discount was real but invisible unless you were wearing the goggles. The altar now shows the price you will actually pay, what the runes and familiars are taking off it, and how many familiars are in service, updating the moment one is bound or banished.
**Infusions wanting more than one of something could never fire.** The pool compared the number of *item entities* against the number of ingredients, and dropped items merge — four astralite ingots in a pool are one stack of four, so a recipe asking for four never matched. **Greater and Grand Tablets were both unobtainable.** The pool now counts items, leaves surplus behind, and takes tablets as ingredients instead of refusing to look at them.
**The linking wand could not reach several blocks.** A block's own right-click runs before the item's, even with a full hand, so the Mana Pool's charge adjustment and the Gateway Core's toggle were swallowing every wand click. The wand now gets through.
**The Fluxia Spitter never told the client about its links,** so the goggles reported every spitter as unlinked and drew no beam from one.
**Axolotl Familiars rendered as missing textures** — the variant names did not match the texture files. They also always spawned as the same variant; all six now appear.
---
## 🎨 Visual
- Goggle links and flux arcs **glow** again — a bright core inside a soft bloom, still properly hidden behind walls.
- The Wisp Familiar is a model now rather than a billboard, with three colour variants.
- Soul Gateway surfaces drift and parallax as you move.
---
## 📖 The Grimoire
New entries for **The Soul Gateway**, **Dynamo & Font**, and **The Written Pact**. The Familiars entry now lists what you actually need, which creatures answer a pact, and how many an altar will keep.
The list of creatures that answer is generated from the same table the pact itself reads, so the book cannot claim a species the pact would refuse.
# Wisp & Willow 1.4.0 — The Foundations Update
**Minecraft 1.21.1 · NeoForge 21.1.213**
The biggest update yet. Your altar is no longer a single block that does everything — it now sits on a **foundation of runes** that decides what rites it can perform and how well. Alongside that: pool crafting, three working flowers, bound familiars, and a completely rewritten in-game guide.
> **Existing worlds are safe.** Altars you already built keep working at Tier I. Lay runes underneath when you want more.
---
## ✨ Altar Tiers & Rune Foundations
Rites are now gated behind altar tier, and tier comes from the runes you lay **one block below** the altar in complete concentric rings.
| Tier | Rings | Runes needed |
|:----:|:-----:|:------------:|
| I | — | 0 |
| II | 1 | 8 |
| III | 2 | 24 |
| IV | 3 | 48 |
| V | 4 | 80 |
Rings must be **complete** — a gap drops you back a tier. Runes sit at ground level and never interfere with the ritual circle drawn on the altar's own layer.
**Four rune types**, and the mix decides your bonuses:
- **Blank Rune** — structure only, no bonus
- **Water Rune** — +2,000 Fluxia reserve each
- **Earth Rune** — +0.5% cost reduction each
- **Blood Rune** — +0.4% bonus-output chance each
Cost reduction and yield each cap at 50%, and 75% once familiar boons are stacked on top, so a maxed foundation is strong but never free.
## ⚗️ Fluxia Infusion — Crafting in the Pool
Throw items into a charged **Willow Fluxia Pool** and they transmute. **9 infusion recipes** ship in 1.4.0, covering all four runes, all three blooms, and both upgraded tablets.
The pool wants the exact ingredients and *nothing else* — stray items floating in it stop the reaction rather than being silently eaten. Short of charge, it puffs smoke and waits instead of failing quietly.
## 🌸 Functional Flora
Luxinia and Solrosa *make* Fluxia. These three *spend* it. Link them to a pool with the Flux Linking Wand like any other machine — each only draws charge on a tick where it actually did something, so a bloom sitting over barren ground costs you nothing.
- **Verdant Bloom** — bonemeals one growable within **5 blocks** every **2s**, for **60 ƒ**
- **Gathering Bloom** — sweeps loose items within **6 blocks** into the inventory directly beneath it, **twice a second**, for **10 ƒ**
- **Warding Bloom** — banishes freshly-spawned hostiles within **12 blocks**, once a second, for **40 ƒ**
The Warding Bloom only takes monsters at full health that spawned naturally — nothing you led home, and nothing mid-fight, is ever deleted out from under you.
## 🐾 Familiars
Familiars bind to an altar and grant it a permanent boon. They orbit their altar as an idle, are **immortal**, and **never despawn**.
- **Frugal** — rites cost 50% less
- **Bountiful** — +25% chance of bonus output
- **Capacious** — +20,000 Fluxia reserve
- **Balanced** — a little of all three
If their altar is destroyed they walk to the nearest other altar on their own, or sit and wait if there isn't one. To release a familiar, use the new **Soul Wisp** — it ghosts away in a swirl of soul-light rather than dying.
Two familiars ship in 1.4.0: the **Axolotl Familiar** and the **Wisp Familiar**.
## 📈 Greater Vessels
The Fluxia Tablet now upgrades through infusion:
| Tablet | Capacity | Throughput |
|:--------|---------:|-----------:|
| Fluxia | 20,000 | base |
| Greater | 100,000 | 8,000 |
| Grand | 500,000 | 32,000 |
Upgrading preserves whatever charge the tablet already held.
## 👓 Arcane Goggles & Network Visuals
New **Arcane Goggles** turn the Fluxia network into something you can actually read at a glance:
- **Floating fill gauges** above every node, with a bright leading edge so a slowly filling pool visibly moves, a shimmer when it tops out, and exact `amount / capacity` numbers once you're close enough to read them
- **Flowing links** between linked nodes, with evenly spaced pulses that make the direction of flow obvious
- **Transfer arcs** — every Fluxia transfer now draws a travelling mote of light with a comet tail, scaled to the size of the transfer
Look at an altar with the goggles on and it reports its tier, rune count, active boons, and — if the staged rite is out of reach — exactly which tier you still need. A rite you can't yet perform now says so plainly instead of failing silently.
## 📖 The Grimoire, Rewritten
The Patchouli guide has been rebuilt from scratch: **10 categories, 52 entries**, generated directly from the same definitions that drive the recipes, so the book can no longer drift out of sync with the mod.
- Tier foundations now render as **interactive multiblock previews** you can project into the world
- Every ritual and infusion has a real entry with its circle layout, cost, and tier requirement
- All 12 rituals are documented across Minor, Major and Grand chapters
---
## 🔧 Fixes
- **Shader compatibility** — goggle overlays, network links and transfer arcs were completely invisible with any shader pack (Iris/Optifine-style) enabled. Two causes: custom render types aren't in a shader pack's program mapping, and geometry drawn at the old render stage was being composited away. Everything now renders correctly with and without shaders.
- **Chunk Loader would crash on world reload** — the block entity was bound to the wrong class, throwing a `ClassCastException` the moment a saved chunk loader was read back.
- **Chunk Loader was re-registering 81 chunk tickets every single tick** — a severe hidden performance drain on any world with one placed.
- **The altar never actually spent Fluxia** performing rites.
- **The altar renderer read server-only state**, so ghost glyphs, staged reagents and the result preview never appeared for anyone.
- **Fluid Exporter crashed** when a bucket filter slot was left empty.
- **21 recipes were registered under the `minecraft` namespace** instead of `wispwillow`, risking collisions with other mods.
- **Willow Infusion was registered twice** under a wrong mod id, and now runs on a sane interval instead of every tick.
- **Transfer effects were sent twice** to every nearby player, doubling network traffic for no visual benefit.
- **Rune foundations no longer collide with ritual circles** — the two occupy separate layers by design.
- Soil tags (`Soils`, `Amethyst Farmland`, `Snad`) now show readable names in EMI and JEI instead of raw tag ids.
## ⚡ Performance
- Fluxia and storage network scans rewritten onto primitive collections, removing a large amount of per-tick object churn on big networks
- Network traversal converted to an iterative queue, so deep cable runs no longer risk deep recursion
- Overlay rendering batches and flushes only its own geometry, leaving vanilla's render order untouched
---
**Known issue:** Currently the runes are `Temporary Textures`.
*Report bugs and send me issues. Thanks for playing!* 💜
# What's New
- Added Solrosa Flower (Passive Fluxia Gen)
- Added Sounds to World Interaction Infusions
- Added Botany Pots support for Snad, Amethyst Farmland, and the Willow Tree.
# Changes
1. Revamped Fluxia Network pages in Grimoire.
## v1.3.0 — Networks, IO & Facades
### ✨ New Blocks
- **Network Cable**
- Core backbone for the Wisp & Willow item network.
- Automatically connects to controllers, drives, terminals, importers, exporters, and storage busses.
- **Controller**
- Central brain of the network.
- Scans connected cables and devices to build a live item graph.
- **Drive Bay**
- Accepts storage disks and exposes their capacity to the network.
- Items stored here are available to all terminals and IO blocks on the same controller.
- **Amethyst Terminal**
- Main UI for browsing, searching, inserting, and extracting items from the network.
- Supports live updates as items move in and out of storage.
- **Importer**
- Pulls items *into* the network from an adjacent inventory.
- Uses 9 **ghost filter** slots (no item consumption).
- Has a toggle for **whitelist / blacklist** mode.
- **Network Exporter**
- Pushes items *out of* the network into an adjacent inventory.
- Uses 9 ghost filter slots, matching Importer behavior.
- Also supports whitelist / blacklist mode.
- **Network Storage Bus**
- Turns any adjacent container (chest, barrel, etc.) into **external network storage**.
- Multiple storage busses on the same cable network are merged into a single virtual inventory.
- **Cable Facades**
- Right-click a cable side with a block to disguise it as that block.
- Sneak + empty hand to clear the facade.
- Purely visual: the cable still functions normally in the network.
---
### 🧠 Systems & Routing
- **Willow Tree**
- Updated Willow Tree Designs
- Floral variant of leaves and vines added.
- **Network Graph**
- Cables and IO blocks now form a proper graph from each Controller.
- Drives and Storage Busses are discovered and merged into one logical storage pool.
- **External Storage Priority**
- Insertion now prefers **external storage** (Storage Bus + attached inventories) first.
- If all external storage is full/unavailable, items fall back to **drives**.
- **IO Arms & Connection Visuals**
- Importer, Exporter, and Storage Bus now display:
- Arms for cable/network connections.
- Special “valid interface” arms when connected directly to an inventory.
- Makes it easy to see if a side is actually doing IO or just part of the cable backbone.
- **Ghost Filter UX**
- Filters are now true **ghost slots**:
- Placing an item only copies a single-item ghost stack for filtering.
- Does *not* consume items from your hand or inventory.
- Shift-click on a filter slot now clears the ghost entry instead of moving items.
---
### 🛠 Fixes & Polish
- Fixed storage busses attached to multiple chests only “seeing” one of them.
- Fixed cases where storage busses wouldn’t register unless a cable was placed in very specific patterns.
- Corrected **east/west orientation** on cable & IO arms so visuals now match actual world directions.
- Improved blockstate/datagen for IO models so `_ext` (external connection) flags correctly drive the “valid interface” arm variant.
- General stability improvements and visual polish for the early network layer.
---
If you’re updating from earlier dev builds, it’s recommended to **break and replace old network blocks** (controllers, cables, IO blocks) in existing worlds to ensure all new blockstates and models are applied correctly.