diff --git a/pom.xml b/pom.xml
index a18ba9b1..d59fae7b 100644
--- a/pom.xml
+++ b/pom.xml
@@ -35,6 +35,10 @@
jitpack.io
https://jitpack.io
+
+ mcmmo-repo
+ https://nexus.neetgames.com/repository/maven-public
+
@@ -101,6 +105,7 @@
+
io.papermc.paper
paper-api
@@ -113,18 +118,8 @@
b8f7dc
provided
-
- com.github.TheBusyBiscuit
- ExoticGarden
- a2c4b6d
- provided
-
-
- io.github.mooy1
- InfinityLib
- LATEST
- compile
-
+
+
org.bstats
bstats-bukkit
@@ -142,6 +137,28 @@
1.18.20
provided
+
+
+
+ com.github.TheBusyBiscuit
+ ExoticGarden
+ a2c4b6d
+ provided
+
+
+ com.gmail.nossr50.mcMMO
+ mcMMO
+ 2.1.202
+ provided
+
+
+
+
+ io.github.mooy1
+ InfinityLib
+ LATEST
+ compile
+
com.elmakers.mine.bukkit
EffectLib
diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/CrystamaeHistoria.java b/src/main/java/io/github/sefiraat/crystamaehistoria/CrystamaeHistoria.java
index 0ef8c79a..eebc0403 100644
--- a/src/main/java/io/github/sefiraat/crystamaehistoria/CrystamaeHistoria.java
+++ b/src/main/java/io/github/sefiraat/crystamaehistoria/CrystamaeHistoria.java
@@ -6,6 +6,7 @@
import io.github.sefiraat.crystamaehistoria.commands.OpenSpellCompendium;
import io.github.sefiraat.crystamaehistoria.commands.OpenStoryCompendium;
import io.github.sefiraat.crystamaehistoria.commands.TestSpell;
+import io.github.sefiraat.crystamaehistoria.commands.TestWand;
import io.github.sefiraat.crystamaehistoria.config.ConfigManager;
import io.github.sefiraat.crystamaehistoria.listeners.ListenerManager;
import io.github.sefiraat.crystamaehistoria.magic.CastInformation;
@@ -16,7 +17,6 @@
import io.github.sefiraat.crystamaehistoria.magic.spells.spellobjects.MagicSummon;
import io.github.sefiraat.crystamaehistoria.player.PlayerStatistics;
import io.github.sefiraat.crystamaehistoria.runnables.RunnableManager;
-import io.github.sefiraat.crystamaehistoria.runnables.spells.SpellTickRunnable;
import io.github.sefiraat.crystamaehistoria.slimefun.Gadgets;
import io.github.sefiraat.crystamaehistoria.slimefun.ItemGroups;
import io.github.sefiraat.crystamaehistoria.slimefun.Materials;
@@ -46,6 +46,7 @@ public class CrystamaeHistoria extends AbstractAddon {
private RunnableManager runnableManager;
private SpellMemory spellMemory;
private EffectManager effectManager;
+ private SupportedPluginManager supportedPluginManager;
public CrystamaeHistoria() {
super("Sefiraat", "CrystamaeHistoria", "master", "auto-update");
@@ -55,6 +56,14 @@ public static CrystamaeHistoria getInstance() {
return instance;
}
+ public static ConfigManager getConfigManager() {
+ return instance.configManager;
+ }
+
+ public static StoriesManager getStoriesManager() {
+ return instance.storiesManager;
+ }
+
public static ListenerManager getListenerManager() {
return instance.listenerManager;
}
@@ -63,10 +72,6 @@ public static RunnableManager getRunnableManager() {
return instance.runnableManager;
}
- public static StoriesManager getStoriesManager() {
- return instance.storiesManager;
- }
-
public static SpellMemory getSpellMemory() {
return instance.spellMemory;
}
@@ -75,8 +80,8 @@ public static EffectManager getEffectManager() {
return instance.effectManager;
}
- public static ConfigManager getConfigManager() {
- return instance.configManager;
+ public static SupportedPluginManager getSupportedPluginManager() {
+ return instance.supportedPluginManager;
}
public static PluginManager getPluginManager() {
@@ -127,11 +132,6 @@ public static CastInformation getStrikeCastInfo(UUID lightningStrike) {
return castInformation;
}
- @Nonnull
- public static Map getTickingMap() {
- return instance.spellMemory.getTickingCastables();
- }
-
@Override
public void enable() {
instance = this;
@@ -145,6 +145,7 @@ public void enable() {
this.listenerManager = new ListenerManager();
this.runnableManager = new RunnableManager();
this.spellMemory = new SpellMemory();
+ this.supportedPluginManager = new SupportedPluginManager();
this.effectManager = new EffectManager(this);
configManager.loadConfig();
@@ -156,6 +157,7 @@ public void enable() {
setupBstats();
getAddonCommand().addSub(new TestSpell());
+ getAddonCommand().addSub(new TestWand());
getAddonCommand().addSub(new OpenSpellCompendium());
getAddonCommand().addSub(new OpenStoryCompendium());
getAddonCommand().addSub(new GetRanks());
diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/SupportedPluginManager.java b/src/main/java/io/github/sefiraat/crystamaehistoria/SupportedPluginManager.java
new file mode 100644
index 00000000..98d94b89
--- /dev/null
+++ b/src/main/java/io/github/sefiraat/crystamaehistoria/SupportedPluginManager.java
@@ -0,0 +1,76 @@
+package io.github.sefiraat.crystamaehistoria;
+
+import com.gmail.nossr50.util.skills.CombatUtils;
+import io.github.thebusybiscuit.exoticgarden.items.BonemealableItem;
+import io.github.thebusybiscuit.slimefun4.api.items.SlimefunItem;
+import lombok.Getter;
+import me.mrCookieSlime.Slimefun.api.BlockStorage;
+import org.bukkit.Bukkit;
+import org.bukkit.block.Block;
+import org.bukkit.entity.LivingEntity;
+import org.bukkit.entity.Player;
+
+import javax.annotation.Nullable;
+
+@Getter
+public class SupportedPluginManager {
+
+ private final boolean mcMMO;
+ private final boolean exoticGarden;
+ private final boolean slimeTinker;
+
+ public SupportedPluginManager() {
+ mcMMO = Bukkit.getPluginManager().isPluginEnabled("mcMMO");
+ exoticGarden = Bukkit.getPluginManager().isPluginEnabled("ExoticGarden");
+ slimeTinker = Bukkit.getPluginManager().isPluginEnabled("SlimeTinker");
+ }
+
+ /**
+ * Damaging an entity and attributing to a player will make mcMMO give exp based
+ * on the held item. If mcMMO is installed, we need to flag the entity to be ignored
+ * briefly.
+ *
+ * @param livingEntity The {@link LivingEntity} to be damaged
+ * @param player The {@link Player} to attribute the damage/drops to
+ * @param damage The damage to apply
+ */
+ public void playerDamageWithoutMcMMO(LivingEntity livingEntity, Player player, double damage) {
+ markEntityMcMMOIgnoreDamage(livingEntity);
+ livingEntity.damage(damage, player);
+ clearEntityMcMMOIgnoreDamage(livingEntity);
+ }
+
+ public void markEntityMcMMOIgnoreDamage(LivingEntity livingEntity) {
+ if (mcMMO) CombatUtils.applyIgnoreDamageMetadata(livingEntity);
+ }
+
+ public void clearEntityMcMMOIgnoreDamage(LivingEntity livingEntity) {
+ if (mcMMO) CombatUtils.removeIgnoreDamageMetadata(livingEntity);
+ }
+
+ public boolean isExoticGardenPlant(Block block) {
+ return exoticGarden
+ && BlockStorage.hasBlockInfo(block)
+ && BlockStorage.check(block) instanceof BonemealableItem;
+ }
+
+ /**
+ * Gets the SlimefunItem for the ExoticPlant if it exists
+ *
+ * @param block The {@link Block} to check
+ * @return Returns null if there is not a plant (or Exotic is not installed) or the
+ * the SlimefunItem if applicable.
+ */
+ @Nullable
+ public SlimefunItem getExoticGardenPlant(Block block) {
+ if (exoticGarden && BlockStorage.hasBlockInfo(block)) {
+ SlimefunItem slimefunItem = BlockStorage.check(block);
+ if (slimefunItem instanceof BonemealableItem) {
+ return slimefunItem;
+ }
+ }
+ return null;
+ }
+
+
+}
diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/commands/TestWand.java b/src/main/java/io/github/sefiraat/crystamaehistoria/commands/TestWand.java
new file mode 100644
index 00000000..11c51a3b
--- /dev/null
+++ b/src/main/java/io/github/sefiraat/crystamaehistoria/commands/TestWand.java
@@ -0,0 +1,74 @@
+package io.github.sefiraat.crystamaehistoria.commands;
+
+import io.github.mooy1.infinitylib.commands.SubCommand;
+import io.github.sefiraat.crystamaehistoria.magic.SpellType;
+import io.github.sefiraat.crystamaehistoria.magic.spells.core.InstancePlate;
+import io.github.sefiraat.crystamaehistoria.magic.spells.core.InstanceStave;
+import io.github.sefiraat.crystamaehistoria.slimefun.Tools;
+import io.github.sefiraat.crystamaehistoria.slimefun.tools.stave.SpellSlot;
+import io.github.sefiraat.crystamaehistoria.utils.Keys;
+import io.github.sefiraat.crystamaehistoria.utils.datatypes.DataTypeMethods;
+import io.github.sefiraat.crystamaehistoria.utils.datatypes.PersistentStaveDataType;
+import org.bukkit.command.CommandSender;
+import org.bukkit.entity.Player;
+import org.bukkit.inventory.ItemStack;
+import org.bukkit.inventory.meta.ItemMeta;
+
+import javax.annotation.ParametersAreNonnullByDefault;
+import java.util.List;
+import java.util.Map;
+
+public class TestWand extends SubCommand {
+
+ public TestWand() {
+ super("test-wand", "gives a wand with the selected spell", true);
+ }
+
+ @Override
+ @ParametersAreNonnullByDefault
+ protected void execute(CommandSender sender, String[] args) {
+ if (sender instanceof Player) {
+ Player player = (Player) sender;
+ if (args.length != 2) {
+ return;
+ }
+ int power = Integer.parseInt(args[1]);
+ if (power <= 2) {
+ ItemStack stave;
+ if (power == 1) {
+ stave = Tools.getStaveBasic().getItem().clone();
+ } else if (power == 2) {
+ stave = Tools.getStaveAdvanced().getItem().clone();
+ } else {
+ return;
+ }
+
+ final InstanceStave staveInstance = new InstanceStave(stave);
+ final Map map = staveInstance.getSpellInstanceMap();
+ final InstancePlate plateInstance = new InstancePlate(1, SpellType.valueOf(args[0]), 9999);
+ map.put(SpellSlot.LEFT_CLICK, plateInstance);
+ ItemMeta itemMeta = stave.getItemMeta();
+ DataTypeMethods.setCustom(
+ itemMeta,
+ Keys.PDC_STAVE_STORAGE,
+ PersistentStaveDataType.TYPE,
+ staveInstance.getSpellInstanceMap()
+ );
+ stave.setItemMeta(itemMeta);
+ staveInstance.buildLore();
+ player.getInventory().addItem(stave);
+ }
+ }
+ }
+
+ @Override
+ @ParametersAreNonnullByDefault
+ protected void complete(CommandSender commandSender, String[] strings, List list) {
+ if (strings.length == 1) {
+ for (SpellType spell : SpellType.getEnabledSpells()) {
+ list.add(spell.name());
+ }
+ }
+ }
+
+}
\ No newline at end of file
diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/Chaos.java b/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/Chaos.java
index ec8f74e7..7e944f40 100644
--- a/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/Chaos.java
+++ b/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/Chaos.java
@@ -27,7 +27,7 @@ public class Chaos extends Spell {
public Chaos() {
SpellCoreBuilder spellCoreBuilder = new SpellCoreBuilder(10, true, 6, false, 50, true)
.makeDamagingSpell(1, false, 0.2, false)
- .makeProjectileSpell(this::cast, 0, false, 0.2, false)
+ .makeProjectileSpell(this::cast, 0, false, 0, false)
.makeProjectileVsEntitySpell(this::onHitEntity)
.makeProjectileVsBlockSpell(this::onHitBlock)
.makeTickingSpell(this::cast, 10, true, 5, false);
@@ -71,9 +71,7 @@ public void onHitEntity(CastInformation castInformation) {
GeneralUtils.damageEntity(
castInformation.getMainTarget(),
castInformation.getCaster(),
- getDamage(castInformation),
- castInformation.getDamageLocation(),
- getProjectileKnockback(castInformation)
+ getDamage(castInformation)
);
}
diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/PhantomsFlight.java b/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/PhantomsFlight.java
index 9cc033bf..f41cac17 100644
--- a/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/PhantomsFlight.java
+++ b/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/PhantomsFlight.java
@@ -8,7 +8,7 @@
import io.github.sefiraat.crystamaehistoria.stories.definition.StoryType;
import io.github.sefiraat.crystamaehistoria.utils.ParticleUtils;
import io.github.sefiraat.crystamaehistoria.utils.SpellUtils;
-import io.github.sefiraat.crystamaehistoria.utils.mobgoals.FlyingPhantomGoal;
+import io.github.sefiraat.crystamaehistoria.utils.mobgoals.FlyingBatGoal;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.Particle;
@@ -41,7 +41,7 @@ public void cast(CastInformation castInformation) {
EntityType.BAT,
caster,
spawnLocation,
- new FlyingPhantomGoal(caster),
+ new FlyingBatGoal(caster),
castInformation.getStaveLevel() * 300,
this::onTick
);
diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/StarFall.java b/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/StarFall.java
index 34b34b76..d44e0173 100644
--- a/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/StarFall.java
+++ b/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/StarFall.java
@@ -25,7 +25,7 @@ public class StarFall extends Spell {
public StarFall() {
SpellCoreBuilder spellCoreBuilder = new SpellCoreBuilder(100, true, 7, true, 40, true)
.makeDamagingSpell(2, true, 0.5, false)
- .makeProjectileSpell(this::fireProjectiles, 1, true, 0.5, true)
+ .makeProjectileSpell(this::fireProjectiles, 1, true, 0, false)
.makeProjectileVsEntitySpell(this::projectileHits)
.makeProjectileVsBlockSpell(this::projectileHits)
.makeTickingSpell(this::fireProjectiles, 9, false, 10, false);
@@ -59,9 +59,7 @@ public void projectileHits(CastInformation castInformation) {
GeneralUtils.damageEntity(
livingEntity,
castInformation.getCaster(),
- getDamage(castInformation),
- castInformation.getDamageLocation(),
- getProjectileKnockback(castInformation)
+ getDamage(castInformation)
);
}
}
diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/player/PlayerStatistics.java b/src/main/java/io/github/sefiraat/crystamaehistoria/player/PlayerStatistics.java
index 71003b08..e5693bdd 100644
--- a/src/main/java/io/github/sefiraat/crystamaehistoria/player/PlayerStatistics.java
+++ b/src/main/java/io/github/sefiraat/crystamaehistoria/player/PlayerStatistics.java
@@ -127,6 +127,9 @@ public static BlockRank getBlockRank(UUID uuid, BlockDefinition definition) {
public static int getStoriesUnlocked(@Nonnull UUID uuid) {
String path = MessageFormat.format("{0}.{1}", uuid, StatType.STORY);
ConfigurationSection section = CrystamaeHistoria.getConfigManager().getPlayerStats().getConfigurationSection(path);
+ if (section == null) {
+ return 0;
+ }
int unlocked = 0;
for (String story : section.getKeys(false)) {
String storyPath = MessageFormat.format("{0}.{1}.{2}.UNLOCKED", uuid, StatType.STORY, story);
@@ -158,6 +161,9 @@ public static String getStoryRankString(@Nonnull UUID uuid) {
public static int getSpellsUnlocked(@Nonnull UUID uuid) {
String path = MessageFormat.format("{0}.{1}", uuid, StatType.SPELL);
ConfigurationSection section = CrystamaeHistoria.getConfigManager().getPlayerStats().getConfigurationSection(path);
+ if (section == null) {
+ return 0;
+ }
int unlocked = 0;
for (String spell : section.getKeys(false)) {
String storyPath = MessageFormat.format("{0}.{1}.{2}.UNLOCKED", uuid, StatType.SPELL, spell);
diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/Gadgets.java b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/Gadgets.java
index 00b297d1..13d57415 100644
--- a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/Gadgets.java
+++ b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/Gadgets.java
@@ -11,7 +11,6 @@
import io.github.sefiraat.crystamaehistoria.slimefun.gadgets.MobMat;
import io.github.sefiraat.crystamaehistoria.slimefun.gadgets.MysteriousTicker;
import io.github.sefiraat.crystamaehistoria.slimefun.gadgets.TrophyDisplay;
-import io.github.sefiraat.crystamaehistoria.slimefun.mechanisms.DisplayStandHolder;
import io.github.sefiraat.crystamaehistoria.slimefun.mechanisms.liquefactionbasin.DummyLiquefactionBasinCrafting;
import io.github.sefiraat.crystamaehistoria.slimefun.mechanisms.liquefactionbasin.LiquefactionBasinCache;
import io.github.sefiraat.crystamaehistoria.slimefun.mechanisms.liquefactionbasin.RecipeItem;
diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/ItemGroups.java b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/ItemGroups.java
index f20649bd..28a9da94 100644
--- a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/ItemGroups.java
+++ b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/ItemGroups.java
@@ -8,10 +8,7 @@
import io.github.sefiraat.crystamaehistoria.slimefun.itemgroups.StoryCollectionFlexGroup;
import io.github.sefiraat.crystamaehistoria.utils.Keys;
import io.github.sefiraat.crystamaehistoria.utils.theme.ThemeType;
-import io.github.thebusybiscuit.slimefun4.api.items.ItemGroup;
import io.github.thebusybiscuit.slimefun4.api.items.SlimefunItem;
-import io.github.thebusybiscuit.slimefun4.api.items.groups.NestedItemGroup;
-import io.github.thebusybiscuit.slimefun4.api.items.groups.SubItemGroup;
import io.github.thebusybiscuit.slimefun4.libraries.dough.items.CustomItemStack;
import lombok.experimental.UtilityClass;
import org.bukkit.Material;
diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/gadgets/MobFan.java b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/gadgets/MobFan.java
index 6c742777..be9895b6 100644
--- a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/gadgets/MobFan.java
+++ b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/gadgets/MobFan.java
@@ -150,15 +150,10 @@ protected void tick(Block block, BlockMenu blockMenu) {
false
);
- if (result == null) {
- return;
- }
-
double finalRange = range;
- Block foundBlock = result.getHitBlock();
- if (foundBlock != null) {
- finalRange = foundBlock.getLocation().distance(block.getLocation());
+ if (result != null && result.getHitBlock() != null) {
+ finalRange = result.getHitBlock().getLocation().distance(block.getLocation());
}
for (int i = 0; i < finalRange + 0.5; i++) {
diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/gadgets/MobMat.java b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/gadgets/MobMat.java
index 16687141..a95aeff8 100644
--- a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/gadgets/MobMat.java
+++ b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/gadgets/MobMat.java
@@ -1,5 +1,6 @@
package io.github.sefiraat.crystamaehistoria.slimefun.gadgets;
+import io.github.sefiraat.crystamaehistoria.CrystamaeHistoria;
import io.github.sefiraat.crystamaehistoria.slimefun.mechanisms.TickingBlockNoGui;
import io.github.sefiraat.crystamaehistoria.utils.ParticleUtils;
import io.github.thebusybiscuit.slimefun4.api.items.ItemGroup;
@@ -73,8 +74,12 @@ protected void onTick(@Nonnull Block block, @Nonnull SlimefunItem slimefunItem,
);
for (Entity entity : entities) {
final LivingEntity livingEntity = (LivingEntity) entity;
- final Player player = allowPlayerDrops ? Bukkit.getPlayer(uuid) : null;
- livingEntity.damage(damage, player);
+ final Player player = Bukkit.getPlayer(uuid);
+ if (!allowPlayerDrops || player == null) {
+ livingEntity.damage(damage);
+ } else {
+ CrystamaeHistoria.getSupportedPluginManager().playerDamageWithoutMcMMO(livingEntity, player, damage);
+ }
ParticleUtils.displayParticleEffect(location, 1, 3, dustOptions);
}
}
diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/itemgroups/MainFlexGroup.java b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/itemgroups/MainFlexGroup.java
index 299da602..71233d38 100644
--- a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/itemgroups/MainFlexGroup.java
+++ b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/itemgroups/MainFlexGroup.java
@@ -11,7 +11,6 @@
import io.github.thebusybiscuit.slimefun4.utils.ChestMenuUtils;
import me.mrCookieSlime.CSCoreLibPlugin.general.Inventory.ChestMenu;
import org.bukkit.NamespacedKey;
-import org.bukkit.entity.Item;
import org.bukkit.entity.Player;
import org.bukkit.inventory.ItemStack;
@@ -69,7 +68,6 @@ public void open(Player p, PlayerProfile profile, SlimefunGuideMode mode) {
}
-
private void setupPage(@Nonnull Player player, @Nonnull PlayerProfile profile, @Nonnull SlimefunGuideMode mode, @Nonnull ChestMenu menu) {
for (int slot : FOOTER) {
menu.replaceExistingItem(slot, ChestMenuUtils.getBackground());
@@ -115,7 +113,7 @@ private void setupPage(@Nonnull Player player, @Nonnull PlayerProfile profile, @
// Spell
menu.replaceExistingItem(SPELL, ItemGroups.SPELL_COLLECTION.getItem(player));
- menu.addMenuClickHandler(SPELL, (player1, i1, itemStack1, clickAction) ->
+ menu.addMenuClickHandler(SPELL, (player1, i1, itemStack1, clickAction) ->
openPage(profile, ItemGroups.SPELL_COLLECTION, mode, 1));
// Guide
diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/mechanisms/realisationaltar/RealisationAltar.java b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/mechanisms/realisationaltar/RealisationAltar.java
index 76a6e4bd..431d832f 100644
--- a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/mechanisms/realisationaltar/RealisationAltar.java
+++ b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/mechanisms/realisationaltar/RealisationAltar.java
@@ -1,7 +1,6 @@
package io.github.sefiraat.crystamaehistoria.slimefun.mechanisms.realisationaltar;
import io.github.mooy1.infinitylib.machines.TickingMenuBlock;
-import io.github.sefiraat.crystamaehistoria.slimefun.mechanisms.chroniclerpanel.ChroniclerPanelCache;
import io.github.sefiraat.crystamaehistoria.utils.theme.GuiElements;
import io.github.thebusybiscuit.slimefun4.api.items.ItemGroup;
import io.github.thebusybiscuit.slimefun4.api.items.SlimefunItemStack;
diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/stories/Story.java b/src/main/java/io/github/sefiraat/crystamaehistoria/stories/Story.java
index a88f41bf..03577081 100644
--- a/src/main/java/io/github/sefiraat/crystamaehistoria/stories/Story.java
+++ b/src/main/java/io/github/sefiraat/crystamaehistoria/stories/Story.java
@@ -19,7 +19,6 @@
import java.text.MessageFormat;
import java.util.ArrayList;
import java.util.List;
-import java.util.Map;
@Getter
public class Story {
diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FiendGoal.java b/src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FiendGoal.java
index 1f7d662f..cc0c5518 100644
--- a/src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FiendGoal.java
+++ b/src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FiendGoal.java
@@ -1,10 +1,10 @@
package io.github.sefiraat.crystamaehistoria.utils.mobgoals;
-import org.bukkit.entity.Blaze;
+import org.bukkit.entity.Phantom;
import java.util.UUID;
-public class FiendGoal extends AbstractGoal {
+public class FiendGoal extends AbstractGoal {
public FiendGoal(UUID owningPlayer) {
super(owningPlayer);
diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FlyingPhantomGoal.java b/src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FlyingBatGoal.java
similarity index 74%
rename from src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FlyingPhantomGoal.java
rename to src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FlyingBatGoal.java
index 34b2cab4..ec873754 100644
--- a/src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FlyingPhantomGoal.java
+++ b/src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FlyingBatGoal.java
@@ -1,13 +1,13 @@
package io.github.sefiraat.crystamaehistoria.utils.mobgoals;
-import org.bukkit.entity.Phantom;
+import org.bukkit.entity.Bat;
import org.bukkit.entity.Player;
import java.util.UUID;
-public class FlyingPhantomGoal extends AbstractRidableGoal {
+public class FlyingBatGoal extends AbstractRidableGoal {
- public FlyingPhantomGoal(UUID owningPlayer) {
+ public FlyingBatGoal(UUID owningPlayer) {
super(owningPlayer);
}
diff --git a/src/main/resources/blocks.yml b/src/main/resources/blocks.yml
index 6c57290c..6c9ad6ff 100644
--- a/src/main/resources/blocks.yml
+++ b/src/main/resources/blocks.yml
@@ -150,7 +150,7 @@ ACACIA_SLAB:
elements:
- HUMAN
story:
- name: A cut below (Acacia)
+ name: A Cut Below (Acacia)
type: HUMAN
lore:
- Ripped in half and divided from
@@ -790,7 +790,7 @@ BIRCH_SLAB:
elements:
- HUMAN
story:
- name: A cut below (Birch)
+ name: A Cut Below (Birch)
type: HUMAN
lore:
- Ripped in half and divided from
@@ -1877,7 +1877,7 @@ CARROT_ON_A_STICK:
lore:
- Slowly draws magical power from the creatures
- that this item attracts.
- shards: [0,0,0,0,1,1,0,0,1]
+ shards: [ 0,0,0,0,1,1,0,0,1 ]
CARTOGRAPHY_TABLE:
tier: 2
@@ -1891,7 +1891,7 @@ CARTOGRAPHY_TABLE:
- Dreaming of seeing the far corners of the
- worlds, this block has to sit and live
- through the acheivments of others.
- shards: [0,0,0,1,2,0,0,0,1]
+ shards: [ 0,0,0,1,2,0,0,0,1 ]
CARVED_PUMPKIN:
tier: 2
@@ -1906,7 +1906,7 @@ CARVED_PUMPKIN:
- is able to create life. Scholars know magic
- is involved but no one has been able to see
- at which point it intervenes.
- shards: [1,0,0,1,0,2,0,0,0]
+ shards: [ 1,0,0,1,0,2,0,0,0 ]
CAULDRON:
tier: 2
@@ -1921,7 +1921,7 @@ CAULDRON:
- Often seen as the beginning for most magical
- professions. The cauldron is imbued with
- more magic than most other objects.
- shards: [1,0,2,0,1,0,0,0,1]
+ shards: [ 1,0,2,0,1,0,0,0,1 ]
CHAIN:
tier: 2
@@ -1934,7 +1934,7 @@ CHAIN:
lore:
- A history of enchained prisoners has made
- the essence of this item scullied and void.
- shards: [1,1,0,0,0,0,0,1,0]
+ shards: [ 1,1,0,0,0,0,0,1,0 ]
CHAINMAIL_BOOTS:
tier: 2
@@ -1948,7 +1948,7 @@ CHAINMAIL_BOOTS:
- Like all armour, boots ant nothing more
- than to keep their wearer safe. Unforunatley
- they are overshadowed by other gear.
- shards: [0,0,0,1,2,0,0,0,1]
+ shards: [ 0,0,0,1,2,0,0,0,1 ]
CHAINMAIL_CHESTPLATE:
tier: 2
@@ -1962,7 +1962,7 @@ CHAINMAIL_CHESTPLATE:
- Every hit, scrape and pummel stopped by the
- chestplate reinforces it's magics by giving
- it purpose and drive.
- shards: [0,1,0,1,2,0,1,0,0]
+ shards: [ 0,1,0,1,2,0,1,0,0 ]
CHAINMAIL_HELMET:
tier: 2
@@ -1976,7 +1976,7 @@ CHAINMAIL_HELMET:
- A magicians most important tool is their own
- mind, any steps taken to protect that tool
- are vital and wise.
- shards: [0,0,0,1,1,0,0,1,0]
+ shards: [ 0,0,0,1,1,0,0,1,0 ]
CHAINMAIL_LEGGINGS:
tier: 2
@@ -1990,7 +1990,7 @@ CHAINMAIL_LEGGINGS:
- Like it's other armour brethren, leggings
- absorb crysta from their users in miniscule
- amounts over their tenure.
- shards: [0,0,0,1,2,0,1,0,0]
+ shards: [ 0,0,0,1,2,0,1,0,0 ]
CHARCOAL:
tier: 1
@@ -2004,7 +2004,7 @@ CHARCOAL:
- In the formation of charcoal, all the innate
- magic of a log is used up leaving only
- remnants.
- shards: [1,0,0,0,0,0,0,0,1]
+ shards: [ 1,0,0,0,0,0,0,0,1 ]
CHEST:
tier: 1
@@ -2018,7 +2018,7 @@ CHEST:
- While attempting to keep the held items
- safe, the chest loses drive for all other
- things.
- shards: [0,1,0,0,2,0,0,0,0]
+ shards: [ 0,1,0,0,2,0,0,0,0 ]
CHEST_MINECART:
tier: 2
@@ -2031,7 +2031,7 @@ CHEST_MINECART:
lore:
- Previously having lost the drive, being on
- wheels has reignited the spirit of the chest.
- shards: [0,2,0,0,2,0,0,0,0]
+ shards: [ 0,2,0,0,2,0,0,0,0 ]
CHICKEN:
tier: 1
@@ -2072,7 +2072,7 @@ CHISELED_DEEPSLATE:
lore:
- An artisan, without knowing, gives a portion
- of their magic into the block they craft.
- shards: [0,1,0,1,1,0,0,0,1]
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
CHISELED_NETHER_BRICKS:
tier: 2
@@ -2085,7 +2085,7 @@ CHISELED_NETHER_BRICKS:
lore:
- An artisan, without knowing, gives a portion
- of their magic into the block they craft.
- shards: [0,1,0,1,1,0,0,0,1]
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
CHISELED_POLISHED_BLACKSTONE:
tier: 2
@@ -2098,7 +2098,7 @@ CHISELED_POLISHED_BLACKSTONE:
lore:
- An artisan, without knowing, gives a portion
- of their magic into the block they craft.
- shards: [0,1,0,1,1,0,0,0,1]
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
CHISELED_QUARTZ_BLOCK:
tier: 3
@@ -2112,7 +2112,7 @@ CHISELED_QUARTZ_BLOCK:
lore:
- An artisan, without knowing, gives a portion
- of their magic into the block they craft.
- shards: [0,1,0,1,1,0,1,0,1]
+ shards: [ 0,1,0,1,1,0,1,0,1 ]
CHISELED_RED_SANDSTONE:
tier: 2
@@ -2125,7 +2125,7 @@ CHISELED_RED_SANDSTONE:
lore:
- An artisan, without knowing, gives a portion
- of their magic into the block they craft.
- shards: [0,1,0,1,1,0,0,0,1]
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
CHISELED_SANDSTONE:
tier: 2
@@ -2138,7 +2138,7 @@ CHISELED_SANDSTONE:
lore:
- An artisan, without knowing, gives a portion
- of their magic into the block they craft.
- shards: [0,1,0,1,1,0,0,0,1]
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
CHISELED_STONE_BRICKS:
tier: 2
@@ -2151,7 +2151,7 @@ CHISELED_STONE_BRICKS:
lore:
- An artisan, without knowing, gives a portion
- of their magic into the block they craft.
- shards: [0,1,0,1,1,0,0,0,1]
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
CHORUS_FLOWER:
tier: 2
@@ -2179,7 +2179,7 @@ CHORUS_FRUIT:
- The latent magics of this fruit are in
- a state of constant flux, quantumly connected
- to various nearby points in space-time.
- shards: [0,0,1,0,0,0,0,1,0]
+ shards: [ 0,0,1,0,0,0,0,1,0 ]
CLAY:
tier: 1
@@ -2192,7 +2192,7 @@ CLAY:
lore:
- Eagerly waiting to be formed into something
- new. Clay looks forward to it's furture shape.
- shards: [1,0,1,0,1,0,0,0,0]
+ shards: [ 1,0,1,0,1,0,0,0,0 ]
CLAY_BALL:
tier: 1
@@ -2205,7 +2205,7 @@ CLAY_BALL:
lore:
- Eagerly waiting to be formed into something
- new. Clay looks forward to it's furture shape.
- shards: [1,0,1,0,1,0,0,0,0]
+ shards: [ 1,0,1,0,1,0,0,0,0 ]
CLOCK:
tier: 2
@@ -2219,29 +2219,35 @@ CLOCK:
lore:
- Criminally underused, the clock ends
- up with lots of time to spare.
- shards: [0,1,0,1,1,0,0,0,0]
+ shards: [ 0,1,0,1,1,0,0,0,0 ]
COAL:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: Dirty Fuel
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Almost all slimefun journeys begin with
+ - a vicious hunt for coal used is nearly
+ - everything from crafting to power generation
+ shards: [ 2,1,0,0,0,0,0,0,0 ]
COAL_BLOCK:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: Really Dirty Fuel
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Almost all slimefun journeys begin with
+ - a vicious hunt for coal used is nearly
+ - everything from crafting to power generation
+ shards: [ 2,1,0,0,0,0,0,0,0 ]
COAL_ORE:
tier: 2
@@ -2258,26 +2264,29 @@ COAL_ORE:
author: R.I.P
COARSE_DIRT:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - VOID
story:
- name:
- type:
+ name: A Churlish Stain
+ type: VOID
lore:
- -
- shards:
+ - Years of neglect and filth has made this
+ - dirt imbue a discourteous spirit.
+ shards: [ 1,0,1,0,0,0,0,1,0 ]
COBBLED_DEEPSLATE:
tier: 1
elements:
- -
+ - ELEMENTAL
story:
- name:
+ name: Improvised (Deepslate)
type:
lore:
- -
- shards:
+ - Fractured and fragmented, Cobblestone longs
+ - to be back to it's full form.
+ shards: [ 1,0,1,0,0,0,0,0,0 ]
COBBLED_DEEPSLATE_SLAB:
tier: 1
@@ -2323,13 +2332,14 @@ COBBLED_DEEPSLATE_WALL:
COBBLESTONE:
tier: 1
elements:
- -
+ - ELEMENTAL
story:
- name:
+ name: Improvised
type:
lore:
- -
- shards:
+ - Fractured and fragmented, Cobblestone longs
+ - to be back to it's full form.
+ shards: [ 1,0,1,0,0,0,0,0,0 ]
COBBLESTONE_SLAB:
tier: 1
@@ -2373,15 +2383,17 @@ COBBLESTONE_WALL:
shards: [ 0,0,0,1,1,0,1,0,0 ]
COBWEB:
- tier: 1
+ tier: 2
elements:
- -
+ - ANIMAL
story:
- name:
- type:
+ name: Danger Comes
+ type: ANIMAL
lore:
- -
- shards:
+ - While a comfortable to some, the cobweb
+ - intells fear into most as it denotes nearby
+ - danger.
+ shards: [ 0,0,0,1,0,1,0,1,0 ]
COCOA_BEANS:
tier: 1
@@ -2427,48 +2439,61 @@ COD_BUCKET:
author: Seggan
COMPARATOR:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: Versatile Output
+ type: MECHANICAL
lore:
- -
- shards:
+ - A spirit which loves nothing more than to
+ - sort out the unorganised, inputs to outputs.
+ shards: [ 0,1,0,0,1,0,0,1,0 ]
COMPASS:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - HUMAN
story:
- name:
- type:
+ name: Not-so-True North
+ type: ELEMENTAL
lore:
- -
- shards:
+ - While designed to constantly point
+ - north, for some reason every compass
+ - points to a bed?
+ shards: [ 1,1,0,0,1,0,0,0,0 ]
COMPOSTER:
tier: 1
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: Broken Down
+ type: HUMAN
lore:
- -
- shards:
+ - Normally a spirit would dwindle when only
+ - used to decompose material, but the composter
+ - lives for it!
+ shards: [ 0,1,0,0,1,0,1,0,0 ]
CONDUIT:
- tier: 1
+ tier: 4
elements:
- -
+ - ELEMENTAL
+ - ANIMAL
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: I Have the Power!
+ type: ANIMAL
lore:
- -
- shards:
+ - The conduit is one of the rare instances
+ - of magic being utilised directly by nature.
+ - While it is also made by humans, the first was
+ - found.
+ shards: [ 1,1,0,1,0,1,2,0,1 ]
COOKED_BEEF:
tier: 1
@@ -2562,48 +2587,56 @@ COOKED_SALMON:
shards: [ 0,0,0,0,1,2,0,0,0 ]
COOKIE:
- tier: 1
+ tier: 2
elements:
- -
+ - HISTORICAL
story:
- name:
- type:
+ name: The Beginning
+ type: HISTORICAL
lore:
- -
- shards:
+ - It all began with a Cookie.
+ shards: [ 0,0,0,2,1,0,0,0,0 ]
COPPER_BLOCK:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: Further Refinement (Copper)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Refined all the way to it's block form, this
+ - block enjoys being combined with it's brethren
+ shards: [ 2,1,0,0,0,0,0,0,0 ]
COPPER_INGOT:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: Refined (Copper)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - After having all the slag and dregs removed
+ - this item can breathe a heavy sigh of relief.
+ shards: [ 1,1,1,0,0,0,0,0,0 ]
COPPER_ORE:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - ALCHEMICAL
story:
- name:
- type:
+ name: This Ore That (Copper)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - As ore is formed within stone, it draws
+ - the latent magic from the earth into itself
+ - the types of magic found determine the
+ - ore that will appear.
+ shards: [ 1,0,1,1,0,0,1,1,0 ]
CORNFLOWER:
tier: 1
@@ -2631,7 +2664,7 @@ CRACKED_DEEPSLATE_BRICKS:
- cracks in it's surface into the world.
- This often results in underground pockets
- of Crystamae.
- shards: [1,0,0,0,0,0,0,1,1]
+ shards: [ 1,0,0,0,0,0,0,1,1 ]
CRACKED_DEEPSLATE_TILES:
tier: 1
@@ -2646,7 +2679,7 @@ CRACKED_DEEPSLATE_TILES:
- cracks in it's surface into the world.
- This often results in underground pockets
- of Crystamae.
- shards: [1,0,0,0,0,0,0,1,1]
+ shards: [ 1,0,0,0,0,0,0,1,1 ]
CRACKED_NETHER_BRICKS:
tier: 1
@@ -2661,7 +2694,7 @@ CRACKED_NETHER_BRICKS:
- cracks in it's surface into the world.
- This often results in underground pockets
- of Crystamae.
- shards: [1,0,0,0,0,0,0,1,1]
+ shards: [ 1,0,0,0,0,0,0,1,1 ]
CRACKED_POLISHED_BLACKSTONE_BRICKS:
tier: 1
@@ -2676,7 +2709,7 @@ CRACKED_POLISHED_BLACKSTONE_BRICKS:
- cracks in it's surface into the world.
- This often results in underground pockets
- of Crystamae.
- shards: [1,0,0,0,0,0,0,1,1]
+ shards: [ 1,0,0,0,0,0,0,1,1 ]
CRACKED_STONE_BRICKS:
tier: 1
@@ -2691,7 +2724,7 @@ CRACKED_STONE_BRICKS:
- cracks in it's surface into the world.
- This often results in underground pockets
- of Crystamae.
- shards: [1,0,0,0,0,0,0,1,1]
+ shards: [ 1,0,0,0,0,0,0,1,1 ]
CRAFTING_TABLE:
tier: 1
@@ -2710,26 +2743,31 @@ CRAFTING_TABLE:
author: Ryhn12
CREEPER_BANNER_PATTERN:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - VOID
story:
- name:
- type:
+ name: Star Spangled (Creeper)
+ type: HUMAN
lore:
- -
- shards:
+ - Absorbs magic generated from the pride
+ - of those observing this pattern.
+ shards: [ 0,0,0,1,1,0,0,1,0 ]
CREEPER_HEAD:
- tier: 1
+ tier: 3
elements:
- -
+ - VOID
story:
- name:
- type:
+ name: Decapitation (Creeper)
+ type: VOID
lore:
- -
- shards:
+ - While a despicable practice, some magics
+ - can only be harnessed through recent
+ - decapitations. Luckily no Crysta is wholy
+ - dependent on this.
+ shards: [ 0,1,0,0,1,0,0,1,0 ]
CRIMSON_BUTTON:
tier: 1
@@ -2790,37 +2828,47 @@ CRIMSON_FENCE_GATE:
author: J. R. R. Tolkien
CRIMSON_FUNGUS:
- tier: 1
+ tier: 2
elements:
- -
+ - ANIMAL
+ - VOID
story:
- name:
- type:
+ name: Fungal Frugility (Crimson)
+ type: ANIMAL
lore:
- -
- shards:
+ - While slow, it's strength lies in it's
+ - simplicity and ability to thrive almost
+ - anywhere.
+ shards: [ 0,0,1,1,0,1,0,1,0 ]
CRIMSON_HYPHAE:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - HISTORICAL
+ - VOID
story:
- name:
- type:
+ name: Punching Trees Gives Me... Huh? (Crimson)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Every adventure begins with a good fungus
+ - punch
+ shards: [ 2,0,0,1,1,0,0,1,0 ]
CRIMSON_NYLIUM:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - ANIMAL
story:
- name:
- type:
+ name: Not Quite Netherrack (Crimson)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - While normally desolate and barren, it
+ - gives a feeling of great purpose for
+ - Netherrack to be able to be a home to any
+ - form of life.
+ shards: [ 1,0,1,0,0,1,0,0,0 ]
CRIMSON_PLANKS:
tier: 1
@@ -2852,13 +2900,15 @@ CRIMSON_PRESSURE_PLATE:
CRIMSON_ROOTS:
tier: 1
elements:
- -
+ - ANIMAL
+ - VOID
story:
- name:
- type:
+ name: Determination (Crimson)
+ type: ANIMAL
lore:
- -
- shards:
+ - Anything growning in a place like the nether
+ - should be commended for it's determination.
+ shards: [ 1,0,0,0,0,1,0,1,0 ]
CRIMSON_SIGN:
tier: 1
@@ -2880,7 +2930,7 @@ CRIMSON_SLAB:
- HUMAN
- VOID
story:
- name: A cut below
+ name: A Cut Below (Crimson)
type: HUMAN
lore:
- Ripped in half and divided from
@@ -2902,15 +2952,18 @@ CRIMSON_STAIRS:
shards: [ 0,1,0,0,1,0,1,1,1 ]
CRIMSON_STEM:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - HISTORICAL
+ - VOID
story:
- name:
- type:
+ name: Punching Trees Gives Me... Huh? (Crimson Stem)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Every adventure begins with a good fungus
+ - punch
+ shards: [ 2,0,0,1,1,0,0,1,0 ]
CRIMSON_TRAPDOOR:
tier: 1
@@ -2926,103 +2979,123 @@ CRIMSON_TRAPDOOR:
shards: [ 0,1,0,0,1,0,0,1,0 ]
CROSSBOW:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - MECHANICAL
story:
- name:
- type:
+ name: Feeling Tense
+ type: MECHANICAL
lore:
- -
- shards:
+ - Feeling constantly tense will fracture
+ - event the strongest mind. The Crossbow
+ - can no longer feel anything but.
+ shards: [ 0,1,0,1,1,0,0,0,0 ]
CRYING_OBSIDIAN:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: A Soft Mewl
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - The sadness from this block has eminated
+ - through generations. No one knows why and
+ - nor do they ask.
+ shards: [ 1,0,0,1,0,0,0,0,1 ]
CUT_COPPER:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Copper)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
CUT_COPPER_SLAB:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Copper Slab)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
CUT_COPPER_STAIRS:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Copper Stairs)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
CUT_RED_SANDSTONE:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Red Sandstone)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
CUT_RED_SANDSTONE_SLAB:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Red Sandstone Slab)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
CUT_SANDSTONE:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Sandstone)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
CUT_SANDSTONE_SLAB:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Sandstone Slab)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
CYAN_BANNER:
tier: 2
@@ -3373,7 +3446,7 @@ DARK_OAK_SLAB:
elements:
- HUMAN
story:
- name: A cut below (Dark Oak)
+ name: A Cut Below (Dark Oak)
type: HUMAN
lore:
- Ripped in half and divided from
@@ -3422,46 +3495,58 @@ DARK_OAK_WOOD:
DARK_PRISMARINE:
tier: 1
elements:
- -
+ - ANIMAL
story:
- name:
- type:
+ name: A Guarded Secret (Dark)
+ type: ANIMAL
lore:
- -
- shards:
+ - Guarded in the depths, these blocks are
+ - not designed to be used by any outside the
+ - temple. All will be reclaimed eventually.
+ shards: [ 1,0,0,1,0,1,0,0,0 ]
DARK_PRISMARINE_SLAB:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - VOID
+ - ANIMAL
story:
- name:
- type:
+ name: A Cut Below (Dark Prismarine)
+ type: HUMAN
lore:
- -
- shards:
+ - Ripped in half and divided from
+ - self. A soul torn asunder
+ shards: [ 1,1,0,0,1,1,0,1,0 ]
DARK_PRISMARINE_STAIRS:
tier: 1
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
+ - ANIMAL
story:
- name:
- type:
+ name: Rising on up (Dark Prismarine)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Every step is either an incline to
+ - future glory or a possible descent
+ - into further madness...
+ shards: [ 0,1,0,0,1,1,0,1,1 ]
DAYLIGHT_DETECTOR:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: Sunny Disposition
+ type: MECHANICAL
lore:
- -
- shards:
+ - The moment the sun hits this awaiting block
+ - it's spirit alights nad burns brightly.
+ shards: [ 1,1,0,0,1,0,1,0,0 ]
DEAD_BRAIN_CORAL:
tier: 1
@@ -3550,13 +3635,16 @@ DEAD_BUBBLE_CORAL_FAN:
DEAD_BUSH:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - ANIMAL
story:
- name:
- type:
+ name: Spirit Removed
+ type: VOID
lore:
- -
- shards:
+ - The dead bush was once bursting with magical
+ - potential. Now it stands strong but with
+ - nothing but a single thread of void.
+ shards: [ 0,0,0,0,0,0,0,1,0 ]
DEAD_FIRE_CORAL:
tier: 1
@@ -3687,57 +3775,68 @@ DEAD_TUBE_CORAL_FAN:
DEEPSLATE:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - HISTORICAL
story:
- name:
- type:
+ name: Resolute (Deepslate)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Stone is the resolute backbone of the world's
+ - makeup. Ever present and everlasting.
+ shards: [ 2,0,1,1,0,0,0,0,0 ]
DEEPSLATE_BRICKS:
- tier: 1
+ tier: 2
elements:
- -
+ - HISTORICAL
+ - HUMAN
story:
- name:
- type:
+ name: Dirt Hut Upgrade (Deepslate)
+ type: HUMAN
lore:
- -
- shards:
+ - Enough to make near-any house a home,
+ - bricks are the staple to a modern comfort.
+ shards: [ 0,1,0,1,1,0,1,0,0 ]
DEEPSLATE_BRICK_SLAB:
tier: 1
elements:
- -
+ - HUMAN
+ - VOID
story:
- name:
- type:
+ name: A Cut Below (Deepslate Brick)
+ type: HUMAN
lore:
- -
- shards:
+ - Ripped in half and divided from
+ - self. A soul torn asunder
+ shards: [ 1,1,0,0,1,0,0,1,0 ]
DEEPSLATE_BRICK_STAIRS:
tier: 1
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Rising on up (Deepslate Brick)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Every step is either an incline to
+ - future glory or a possible descent
+ - into further madness...
+ shards: [ 0,1,0,0,1,0,0,1,1 ]
DEEPSLATE_BRICK_WALL:
tier: 1
elements:
- -
+ - CELESTIAL
+ - HISTORICAL
story:
- name:
- type:
+ name: Beating down the walls (Deepslate Brick)
+ type: HISTORICAL
lore:
- -
- shards:
+ - Protecting for years working to keep
+ - those inside save and sound.
+ shards: [ 0,0,0,1,1,0,1,0,0 ]
DEEPSLATE_COAL_ORE:
tier: 2
@@ -3754,15 +3853,19 @@ DEEPSLATE_COAL_ORE:
author: R.I.P
DEEPSLATE_COPPER_ORE:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - ALCHEMICAL
story:
- name:
- type:
+ name: This Ore That (Deepslate Copper)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - As ore is formed within stone, it draws
+ - the latent magic from the earth into itself
+ - the types of magic found determine the
+ - ore that will appear.
+ shards: [ 1,0,1,1,0,0,1,1,0 ]
DEEPSLATE_DIAMOND_ORE:
tier: 3
@@ -3781,147 +3884,187 @@ DEEPSLATE_DIAMOND_ORE:
author: R.I.P
DEEPSLATE_EMERALD_ORE:
- tier: 1
+ tier: 4
elements:
- -
+ - ELEMENTAL
+ - VOID
story:
- name:
- type:
+ name: This Ore That (Deepslate Emerald)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - As ore is formed within stone, it draws
+ - the latent magic from the earth into itself
+ - the types of magic found determine the
+ - ore that will appear.
+ shards: [ 1,0,0,1,0,0,1,2,0 ]
DEEPSLATE_GOLD_ORE:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: This Ore That (Deepslate Gold)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - As ore is formed within stone, it draws
+ - the latent magic from the earth into itself
+ - the types of magic found determine the
+ - ore that will appear.
+ shards: [ 1,0,0,1,0,0,1,1,1 ]
DEEPSLATE_IRON_ORE:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: This Ore That (Deepslate Iron)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - As ore is formed within stone, it draws
+ - the latent magic from the earth into itself
+ - the types of magic found determine the
+ - ore that will appear.
+ shards: [ 1,1,0,1,0,0,1,1,0 ]
DEEPSLATE_LAPIS_ORE:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - CELESTIAL
story:
- name:
- type:
+ name: This Ore That (Deepslate Lapis)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - As ore is formed within stone, it draws
+ - the latent magic from the earth into itself
+ - the types of magic found determine the
+ - ore that will appear.
+ shards: [ 1,0,0,1,0,0,2,1,0 ]
DEEPSLATE_REDSTONE_ORE:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: This Ore That (Deepslate Redstone)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - As ore is formed within stone, it draws
+ - the latent magic from the earth into itself
+ - the types of magic found determine the
+ - ore that will appear.
+ shards: [ 1,1,0,1,0,0,1,1,0 ]
DEEPSLATE_TILES:
tier: 1
elements:
- -
+ - HUMAN
+ - MECHANICAL
story:
- name:
- type:
+ name: Neatly Placed
+ type: HUMAN
lore:
- -
- shards:
+ - A singularly mis-placed tile will stop
+ - the harmonisation of this blocks magics.
+ shards: [ 0,1,0,1,1,0,0,0,0 ]
DEEPSLATE_TILE_SLAB:
tier: 1
elements:
- -
+ - HUMAN
+ - VOID
story:
- name:
- type:
+ name: A Cut Below (Deepslate Tile)
+ type: HUMAN
lore:
- -
- shards:
+ - Ripped in half and divided from
+ - self. A soul torn asunder
+ shards: [ 1,1,0,0,1,0,0,1,0 ]
DEEPSLATE_TILE_STAIRS:
tier: 1
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Rising on up (Deepslate Tile)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Every step is either an incline to
+ - future glory or a possible descent
+ - into further madness...
+ shards: [ 0,1,0,0,1,0,0,1,1 ]
DEEPSLATE_TILE_WALL:
tier: 1
elements:
- -
+ - CELESTIAL
+ - HISTORICAL
story:
- name:
- type:
+ name: Beating down the walls (Deepslate Tile)
+ type: HISTORICAL
lore:
- -
- shards:
+ - Protecting for years working to keep
+ - those inside save and sound.
+ shards: [ 0,0,0,1,1,0,1,0,0 ]
DETECTOR_RAIL:
- tier: 1
+ tier: 3
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: The down track, tracks down
+ type: MECHANICAL
lore:
- -
- shards:
+ - Constantly waiting and watching for anything
+ - to go past. Every time this happens the rail
+ - cries out in joy.
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
DIAMOND:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: Refined (Diamond)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - After having all the slag and dregs removed
+ - this item can breathe a heavy sigh of relief.
+ shards: [ 1,1,1,0,0,0,0,0,0 ]
DIAMOND_AXE:
- tier: 1
+ tier: 4
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Axe-cident waiting to happen! (Diamond)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Every person fears the day that they finally
+ - accidentally right click on a log in their
+ - base!
+ shards: [ 1,0,0,0,1,0,1,0,1 ]
DIAMOND_BLOCK:
- tier: 1
+ tier: 4
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
+ - CELESTIAL
story:
- name:
- type:
+ name: Further Refinement (Diamond)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Refined all the way to it's block form, this
+ - block enjoys being combined with it's brethren
+ shards: [ 2,1,0,0,0,0,1,0,0 ]
DIAMOND_BOOTS:
tier: 4
@@ -3935,7 +4078,7 @@ DIAMOND_BOOTS:
- Like all armour, boots ant nothing more
- than to keep their wearer safe. Unforunatley
- they are overshadowed by other gear.
- shards: [0,0,0,1,2,0,0,0,1]
+ shards: [ 0,0,0,1,2,0,0,0,1 ]
DIAMOND_CHESTPLATE:
tier: 4
@@ -3949,7 +4092,7 @@ DIAMOND_CHESTPLATE:
- Every hit, scrape and pummel stopped by the
- chestplate reinforces it's magics by giving
- it purpose and drive.
- shards: [0,1,0,1,2,0,1,0,0]
+ shards: [ 0,1,0,1,2,0,1,0,0 ]
DIAMOND_HELMET:
tier: 4
@@ -3963,29 +4106,33 @@ DIAMOND_HELMET:
- A magicians most important tool is their own
- mind, any steps taken to protect that tool
- are vital and wise.
- shards: [0,0,0,1,1,0,0,1,0]
+ shards: [ 0,0,0,1,1,0,0,1,0 ]
DIAMOND_HOE:
- tier: 1
+ tier: 4
elements:
- -
+ - HUMAN
+ - MECHANICAL
story:
- name:
- type:
+ name: Till until (Diamond)
+ type: MECHANICAL
lore:
- -
- shards:
+ - Other farmers may have moved to more mechanical
+ - means, the trusty hoe is still the number one
+ - go-to.
+ shards: [ 1,1,0,0,1,0,1,0,0 ]
DIAMOND_HORSE_ARMOR:
- tier: 1
+ tier: 4
elements:
- -
+ - ANIMAL
story:
- name:
- type:
+ name: Tank (Diamond)
+ type: ANIMAL
lore:
- -
- shards:
+ - It's not only you that needs protecting
+ - in these dark times!
+ shards: [ 0,0,0,1,1,1,0,0,0 ]
DIAMOND_LEGGINGS:
tier: 4
@@ -3999,7 +4146,7 @@ DIAMOND_LEGGINGS:
- Like it's other armour brethren, leggings
- absorb crysta from their users in miniscule
- amounts over their tenure.
- shards: [0,0,0,1,2,0,1,0,0]
+ shards: [ 0,0,0,1,2,0,1,0,0 ]
DIAMOND_ORE:
tier: 3
@@ -4018,37 +4165,46 @@ DIAMOND_ORE:
author: R.I.P
DIAMOND_PICKAXE:
- tier: 1
+ tier: 4
elements:
- -
+ - HUMAN
+ - ELEMENTAL
story:
- name:
- type:
+ name: P-p-p-pick up a pickaxe (Diamond)
+ type: CELESTIAL
lore:
- -
- shards:
+ - Arguably the most important tool to any
+ - minecrafters arsenal, the pickaxe radiates
+ - a joy with every block broken.
+ shards: [ 0,0,0,1,2,0,1,0,0 ]
DIAMOND_SHOVEL:
- tier: 1
+ tier: 4
elements:
- -
+ - HUMAN
+ - ELEMENTAL
story:
- name:
- type:
+ name: Can you dig it? (Diamond)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - The invention of the shovel was a pivotal
+ - to the furtherment of mankind, it was
+ - practically ground breaking!
+ shards: [ 1,1,0,0,1,0,0,0,0 ]
DIAMOND_SWORD:
- tier: 1
+ tier: 4
elements:
- -
+ - HUMAN
+ - VOID
story:
- name:
- type:
+ name: Time to Strike (Diamond)
+ type: VOID
lore:
- -
- shards:
+ - Finally armed, the wielder can choose
+ - to use a sword defensively or aggressively
+ - either way the sword fulfills its purpose
+ shards: [ 0,0,0,1,1,0,0,1,1 ]
DIORITE:
tier: 1
@@ -4188,123 +4344,153 @@ DRAGON_HEAD:
DRIED_KELP:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - CELESTIAL
story:
- name:
- type:
+ name: Castaway
+ type: CELESTIAL
lore:
- -
- shards:
+ - For many, this simple item keeps them
+ - alive during their early days.
+ shards: [ 1,0,1,0,0,0,1,0,0 ]
DRIED_KELP_BLOCK:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
story:
- name:
- type:
+ name: Another use
+ type: ELEMENTAL
lore:
- -
- shards:
+ - This item has lost it's purpose, it only
+ - knows that it doesn't wish to be burnt and
+ - it's spirit yearns for another use.
+ shards: [ 1,0,1,0,1,0,0,0,0 ]
DRIPSTONE_BLOCK:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - VOID
story:
- name:
- type:
+ name: Permeable (Block)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - The water that slowly filtrates through
+ - this block transfers magics back and
+ - fourth making this block more resonant
+ - than some others.
+ shards: [ 2,0,1,0,0,0,0,1,0 ]
DROPPER:
tier: 1
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: Butter Fingers!
+ type: MECHANICAL
lore:
- -
- shards:
+ - People think the dropper wants to drop
+ - the items it holds. In actual fact, it
+ - feels the loss of every single one.
+ shards: [ 0,1,0,0,1,0,1,0,0 ]
EGG:
tier: 1
elements:
- -
+ - ANIMAL
story:
- name:
- type:
+ name: Sunny Side Up
+ type: ANIMAL
lore:
- -
- shards:
+ - You have to be careful with puns about
+ - eggs, they really can't take a yolk.
+ shards: [ 1,0,0,0,0,1,0,0,0 ]
ELYTRA:
- tier: 1
+ tier: 4
elements:
- -
+ - CELESTIAL
+ - VOID
story:
- name:
- type:
+ name: A Flight of Magic
+ type: CELESTIAL
lore:
- -
- shards:
+ - It's not known from what animal these
+ - wings came from. It's thought a precursor
+ - to the phantom.
+ shards: [ 1,0,0,0,0,1,1,1,0 ]
EMERALD:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
+ - VOID
story:
- name:
- type:
+ name: Refined (Emerald)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - After having all the slag and dregs removed
+ - this item can breathe a heavy sigh of relief.
+ shards: [ 1,1,1,0,0,0,0,0,0 ]
EMERALD_BLOCK:
- tier: 1
+ tier: 4
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
+ - VOID
story:
- name:
- type:
+ name: Further Refinement (Emerald)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Refined all the way to it's block form, this
+ - block enjoys being combined with it's brethren
+ shards: [ 2,1,0,0,0,0,0,0,0 ]
EMERALD_ORE:
- tier: 1
+ tier: 4
elements:
- -
+ - ELEMENTAL
+ - VOID
story:
- name:
- type:
+ name: This Ore That (Emerald)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - As ore is formed within stone, it draws
+ - the latent magic from the earth into itself
+ - the types of magic found determine the
+ - ore that will appear.
+ shards: [ 1,0,0,1,0,0,1,2,0 ]
ENCHANTED_BOOK:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - HUMAN
story:
- name:
- type:
+ name: A Scholars Device
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Previous iterations of magical manipulations
+ - required forcing the magics into the written
+ - page. While blunt, this method is still effective.
+ shards: [ 2,0,0,0,1,0,0,0,0 ]
ENCHANTED_GOLDEN_APPLE:
- tier: 1
+ tier: 5
elements:
- -
+ - ELEMENTAL
+ - ANIMAL
story:
- name:
- type:
+ name: Notch's Own
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Made both for, and by, the creator. This
+ - apple has a most immense power.
+ shards: [ 2,1,1,1,1,2,1,1,1 ]
ENCHANTING_TABLE:
tier: 3
@@ -4338,37 +4524,48 @@ ENDER_CHEST:
author: supertechxter
ENDER_EYE:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - HISTORICAL
+ - VOId
story:
- name:
- type:
+ name: A Watchful Gaze
+ type: HISTORICAL
lore:
- -
- shards:
+ - Every Ender Eye is magically tied to the
+ - dimension it came from.
+ shards: [ 1,0,1,1,0,0,0,1,0 ]
ENDER_PEARL:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - VOID
story:
- name:
- type:
+ name: Encapsulate
+ type: VOID
lore:
- -
- shards:
+ - The unique make-up of the Ender Pearl
+ - means it's able to store magic without
+ - changing its state. Allowing both Imbued
+ - and Gilded forms or storage.
+ shards: [ 1,0,0,1,0,0,0,2,0 ]
END_CRYSTAL:
- tier: 1
+ tier: 5
elements:
- -
+ - ELEMENTAL
+ - CELESTIAL
+ - VOID
story:
- name:
- type:
+ name: Tied to the Void
+ type: VOID
lore:
- -
- shards:
+ - The End Crystal is intrinsically tied to
+ - the void and the End Dragon. So much so that
+ - a single tap can force a tear into space.
+ shards: [ 2,1,1,1,1,1,2,3,0 ]
END_PORTAL_FRAME:
tier: 5
@@ -4404,200 +4601,236 @@ END_ROD:
END_STONE:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - VOID
story:
- name:
- type:
+ name: Unknown Form
+ type: ELEMENTAL
lore:
- -
- shards:
+ - The process in which End Stone is formed
+ - is unknown and shrouded in mystery.
+ - The magic resonating from it does not match
+ - normal frequencies.
+ shards: [ 1,0,0,0,0,0,0,0,0 ]
END_STONE_BRICKS:
- tier: 1
+ tier: 2
elements:
- -
+ - HISTORICAL
+ - HUMAN
+ - CELESTIAL
story:
- name:
- type:
+ name: Dirt Hut Upgrade (End Stone)
+ type: HUMAN
lore:
- -
- shards:
+ - Enough to make near-any house a home,
+ - bricks are the staple to a modern comfort.
+ shards: [ 0,1,0,1,1,0,2,0,0 ]
END_STONE_BRICK_SLAB:
tier: 1
elements:
- -
+ - HUMAN
+ - VOID
story:
- name:
- type:
+ name: A Cut Below (End Stone Brick)
+ type: HUMAN
lore:
- -
- shards:
+ - Ripped in half and divided from
+ - self. A soul torn asunder
+ shards: [ 1,1,0,0,1,0,0,1,0 ]
END_STONE_BRICK_STAIRS:
tier: 1
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Rising on up (End Stone Brick)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Every step is either an incline to
+ - future glory or a possible descent
+ - into further madness...
+ shards: [ 0,1,0,0,1,0,0,1,1 ]
END_STONE_BRICK_WALL:
- tier: 1
+ tier: 2
elements:
- -
+ - CELESTIAL
+ - HISTORICAL
+ - CELESTIAL
story:
- name:
- type:
+ name: Beating down the walls (End Stone Brick)
+ type: HISTORICAL
lore:
- -
- shards:
+ - Protecting for years working to keep
+ - those inside save and sound.
+ shards: [ 0,0,0,1,1,0,1,0,0 ]
EXPERIENCE_BOTTLE:
- tier: 1
+ tier: 3
elements:
- -
+ - HUMAN
+ - CELESTIAL
story:
- name:
- type:
+ name: Bottled Growth
+ type: HUMAN
lore:
- -
- shards:
+ - Knowledge is liquefied in a similar process
+ - to Crystamae and bottled for later use. These
+ - bottles inspired the first Crysta experiments.
+ shards: [ 0,0,2,0,1,0,1,0,0 ]
EXPOSED_COPPER:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Feeling Exposed
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Even a block can be shy, the more copper
+ - is out in public, the more it tried to
+ - hide itself away.
+ shards: [ 1,0,0,0,0,0,1,0,1 ]
EXPOSED_CUT_COPPER:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Exposed Copper)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
EXPOSED_CUT_COPPER_SLAB:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Exposed Copper Slab)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
EXPOSED_CUT_COPPER_STAIRS:
- tier: 1
- elements:
- -
- story:
- name:
- type:
- lore:
- -
- shards:
-
-FARMLAND:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Exposed Copper Stairs)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
FEATHER:
tier: 1
elements:
- -
+ - ANIMAL
story:
- name:
- type:
+ name: Don't be a chicken!
+ type: ANIMAL
lore:
- -
- shards:
+ - Each feather remembers the living thing
+ - it came from and will still draw magical
+ - essence from it when possible
+ shards: [ 0,0,0,0,1,1,0,1,0 ]
FERMENTED_SPIDER_EYE:
- tier: 1
+ tier: 3
elements:
- -
+ - VOID
story:
- name:
- type:
+ name: Demonic Essence
+ type: VOID
lore:
- -
- shards:
+ - The process of fermenting a spiders eye
+ - creates an opening for demonic essence to
+ - seep into the world. It's this essence that
+ - makes this a good potion ingredient.
+ shards: [ 1,0,0,0,0,1,0,1,0 ]
FERN:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - CELESTIAL
story:
- name:
- type:
+ name: Crouching Taiga
+ type: CELESTIAL
lore:
- -
- shards:
+ - A fern stores what little Crysta it takes
+ - from the world and releases it when it spreads
+ - its spores.
+ shards: [ 1,0,1,0,0,1,1,0,0 ]
FILLED_MAP:
- tier: 1
+ tier: 2
elements:
- -
+ - HISTORICAL
+ - HUMAN
story:
- name:
- type:
+ name: Age of Discovery (Filled)
+ type: HISTORICAL
lore:
- -
- shards:
+ - With the corners still to find, explorers from
+ - far and wide still set out the chart the
+ - uncharted.
+ shards: [ 0,0,0,2,1,0,0,0,0 ]
FIREWORK_ROCKET:
- tier: 1
+ tier: 2
elements:
- -
+ - ALCHEMICAL
+ - HUMAN
story:
- name:
- type:
+ name: Alchemical Starlight
+ type: ALCHEMICAL
lore:
- -
- shards:
+ - Bursting with power, when lit the fireworks
+ - release all their potential within a few
+ - moments which drives the surrounding crysta
+ - wild.
+ shards: [ 1,0,2,0,1,0,0,0,0 ]
FIREWORK_STAR:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - ALCHEMICAL
story:
- name:
- type:
+ name: Star of the show
+ type: ALCHEMICAL
lore:
- -
- shards:
+ - This item leans towards the superficial,
+ - enjoying changing up its look as frequently
+ - as possible.
+ shards: [ 1,0,2,0,0,0,0,0,0 ]
FIRE_CHARGE:
tier: 1
elements:
- -
+ - ELEMENTAL
story:
- name:
- type:
+ name: Potentiation
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Creation of fire in the palm of your
+ - hands. The potential energy directly
+ - translates to Crysta.
+ shards: [ 2,0,0,0,0,0,0,0,0 ]
FIRE_CORAL:
tier: 2
@@ -4642,191 +4875,238 @@ FIRE_CORAL_FAN:
shards: [ 0,0,1,1,0,1,1,0,0 ]
FISHING_ROD:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - VOID
story:
- name:
- type:
+ name: Finding Nemo
+ type: VOID
lore:
- -
- shards:
+ - Despite no fish being present, the
+ - fishing rod can still find and catch them
+ - with ease. It's unknown why this works.
+ shards: [ 0,1,0,0,1,0,0,1,0 ]
FLETCHING_TABLE:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - HISTORICAL
story:
- name:
- type:
+ name: The Wild Bowyer
+ type: HISTORICAL
lore:
- -
- shards:
+ - Tales tell of a bowyer who lived in the wild
+ - using nothing but his hunting and fletching
+ - skills to live. His skills died with him.
+ shards: [ 0,1,0,2,1,0,0,0,0 ]
FLINT:
tier: 1
elements:
- -
+ - HISTORICAL
+ - MECHANICAL
story:
- name:
- type:
+ name: Enter the Stone Age
+ type: MECHANICAL
lore:
- -
- shards:
+ - Flint is your first step into creating
+ - usable tools and will.... wait.. what?
+ - This isn't GregTech!?
+ shards: [ 0,1,0,1,1,0,0,0,0 ]
FLINT_AND_STEEL:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
story:
- name:
- type:
+ name: Potentiation (Flint)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Creation of fire in the palm of your
+ - hands. The potential energy directly
+ - translates to Crysta.
+ shards: [ 2,0,0,0,0,0,0,0,0 ]
FLOWERING_AZALEA:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - ALCHEMICAL
story:
- name:
- type:
+ name: A Flourishing Anima
+ type: ELEMENTAL
lore:
- -
- shards:
+ - While not all azalea flowers, those that do
+ - draw in as much magical energy as they can
+ - to bloom wild and free.
+ shards: [ 1,0,2,0,0,0,0,0,0 ]
FLOWERING_AZALEA_LEAVES:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - ALCHEMICAL
story:
- name:
- type:
+ name: A Flourishing Anima (Leaves)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - While not all azalea flowers, those that do
+ - draw in as much magical energy as they can
+ - to bloom wild and free.
+ shards: [ 1,0,2,0,0,0,0,0,0 ]
FLOWER_BANNER_PATTERN:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - ANIMAL
story:
- name:
- type:
+ name: Star Spangled (Flower)
+ type: HUMAN
lore:
- -
- shards:
+ - Absorbs magic generated from the pride
+ - of those observing this pattern.
+ shards: [ 0,0,0,1,1,1,0,0,0 ]
FLOWER_POT:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - CELESTIAL
story:
- name:
- type:
+ name: A Simple Home
+ type: CELESTIAL
lore:
- -
- shards:
+ - A budding bulb turns into a blossoming
+ - flower with the help of this wonderful,
+ - temporary, home.
+ shards: [ 1,0,0,0,1,0,1,0,0 ]
FURNACE:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
+ - HUMAN
story:
- name:
+ name: A Roaring Fire
type:
lore:
- -
- shards:
+ - A roaring fire that feeds on the
+ - creativity of it's creator.
+ shards: [ 1,1,0,0,1,0,0,0,0 ]
FURNACE_MINECART:
- tier: 1
+ tier: 3
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
+ name: A Rolling Minecart... (Furnace)
type:
lore:
- -
- shards:
+ - ...Gathers No Moss. The singular largest
+ - leap in minecraft tech, the minecart has
+ - more uses than one may think.
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
GHAST_TEAR:
- tier: 1
+ tier: 2
elements:
- -
+ - ANIMAL
+ - VOID
story:
- name:
- type:
+ name: A Tear Shed
+ type: VOID
lore:
- -
- shards:
+ - The Ghast wonders why no one has made the
+ - link that everyone it meets eventually
+ - makes it cry.
+ shards: [ 0,0,1,0,0,1,0,1,0 ]
GILDED_BLACKSTONE:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Rich Facade
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - A spirit so determined to put on a face
+ - and pretend to be something it isn't that
+ - it has now forgotten its own identity.
+ shards: [ 1,0,0,1,0,0,0,0,1 ]
GLASS:
tier: 1
elements:
- -
+ - PHILOSOPHICAL
+ - HUMAN
+ - ALCHEMICAL
story:
- name:
- type:
+ name: Seen Through
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - As hard as glass tries, it isnt able to
+ - hide its true self, being seen right through.
+ shards: [ 0,1,1,0,1,0,0,0,1 ]
GLASS_BOTTLE:
tier: 1
elements:
- -
+ - ALCHEMICAL
+ - HUMAN
story:
- name:
- type:
+ name: Bottle It Up
+ type: ALCHEMICAL
lore:
- -
- shards:
+ - Every bottle dreams of the day its placed
+ - into a brewing stand to become something
+ - more than it is and to embrace the magic.
+ shards: [ 1,0,1,0,1,0,0,0,0 ]
GLASS_PANE:
tier: 1
elements:
- -
+ - PHILOSOPHICAL
+ - HUMAN
+ - ALCHEMICAL
story:
- name:
- type:
+ name: Seen Through (Pane)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - As hard as glass tries, it isnt able to
+ - hide its true self, being seen right through.
+ shards: [ 0,1,1,0,1,0,0,0,1 ]
GLISTERING_MELON_SLICE:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - HUMAN
story:
- name:
- type:
+ name: Tooth Pain
+ type: HUMAN
lore:
- -
- shards:
+ - It's covered in gold.. what else did you
+ - expect when you ate it?
+ shards: [ 1,0,1,0,1,0,0,0,0 ]
GLOBE_BANNER_PATTERN:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - HISTORICAL
story:
- name:
- type:
+ name: Star Spangled (Globe)
+ type: HUMAN
lore:
- -
- shards:
+ - Absorbs magic generated from the pride
+ - of those observing this pattern.
+ shards: [ 0,0,0,2,1,0,0,0,0 ]
GLOWSTONE:
tier: 2
@@ -4843,81 +5123,103 @@ GLOWSTONE:
author: OOOOMAGAAA
GLOWSTONE_DUST:
- tier: 1
+ tier: 2
elements:
- -
+ - ALCHEMICAL
story:
- name:
- type:
+ name: Irridecant (Dust)
+ type: ALCHEMICAL
lore:
- -
- shards:
+ - Found only in the hottest of locaitons,
+ - it is still unknown how or why this
+ - stone glows.
+ shards: [ 0,0,1,0,0,0,0,0,0 ]
+ author: OOOOMAGAAA
GLOW_BERRIES:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - CELESTIAL
story:
- name:
- type:
+ name: Inner Light (Berries)
+ type: CELESTIAL
lore:
- -
- shards:
+ - It's unknown how or why, but this spirit
+ - is able to tap into local Celestial Crysta
+ - and convert it into light.
+ shards: [ 1,0,1,0,0,0,2,0,0 ]
GLOW_INK_SAC:
tier: 1
elements:
- -
+ - CELESTIAL
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Bioluminescent
+ type: CELESTIAL
lore:
- -
- shards:
+ - Like the Glow Berry, the spirit of the Glow
+ - Squid is able to absorb and reflect Celestial
+ - Crysta back into the world as light.
+ shards: [ 0,0,1,0,0,0,1,0,1 ]
GLOW_ITEM_FRAME:
- tier: 1
+ tier: 2
elements:
- -
+ - VOID
+ - HUMAN
story:
- name:
- type:
+ name: A Step Ahead
+ type: HUMAN
lore:
- -
- shards:
+ - As with everything, humans took something new
+ - and beautiful and tore it apart for their own
+ - purposes. While still emitting light, the Celestial
+ - Crysta has converted to Void.
+ shards: [ 0,1,0,0,1,0,0,1,0 ]
GLOW_LICHEN:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - CELESTIAL
story:
- name:
- type:
+ name: Inner Light (Lichen)
+ type: CELESTIAL
lore:
- -
- shards:
+ - It's unknown how or why, but this spirit
+ - is able to tap into local Celestial Crysta
+ - and convert it into light.
+ shards: [ 1,0,1,0,0,0,2,0,0 ]
GOLDEN_APPLE:
- tier: 1
+ tier: 3
elements:
- -
+ - ALCHEMICAL
+ - HUMAN
+ - CELESTIAL
story:
- name:
- type:
+ name: How on earth? (Apple)
+ type: HUMAN
lore:
- -
- shards:
+ - How do people even eat this? It's
+ - covered in actual gold...
+ shards: [ 0,0,1,0,2,0,1,0,0 ]
GOLDEN_AXE:
- tier: 1
+ tier: 3
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Axe-cident waiting to happen! (Gold)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Every person fears the day that they finally
+ - accidentally right click on a log in their
+ - base!
+ shards: [ 1,0,0,0,1,0,1,0,1 ]
GOLDEN_BOOTS:
tier: 3
@@ -4931,18 +5233,21 @@ GOLDEN_BOOTS:
- Like all armour, boots ant nothing more
- than to keep their wearer safe. Unforunatley
- they are overshadowed by other gear.
- shards: [0,0,0,1,2,0,0,0,1]
+ shards: [ 0,0,0,1,2,0,0,0,1 ]
GOLDEN_CARROT:
- tier: 1
+ tier: 2
elements:
- -
+ - ALCHEMICAL
+ - HUMAN
+ - CELESTIAL
story:
- name:
- type:
+ name: How on earth? (Carrot)
+ type: HUMAN
lore:
- -
- shards:
+ - How do people even eat this? It's
+ - covered in actual gold...
+ shards: [ 0,0,1,0,2,0,1,0,0 ]
GOLDEN_CHESTPLATE:
tier: 3
@@ -4956,7 +5261,7 @@ GOLDEN_CHESTPLATE:
- Every hit, scrape and pummel stopped by the
- chestplate reinforces it's magics by giving
- it purpose and drive.
- shards: [0,1,0,1,2,0,1,0,0]
+ shards: [ 0,1,0,1,2,0,1,0,0 ]
GOLDEN_HELMET:
tier: 3
@@ -4970,32 +5275,36 @@ GOLDEN_HELMET:
- A magicians most important tool is their own
- mind, any steps taken to protect that tool
- are vital and wise.
- shards: [0,0,0,1,1,0,0,1,0]
+ shards: [ 0,0,0,1,1,0,0,1,0 ]
GOLDEN_HOE:
- tier: 1
+ tier: 3
elements:
- -
+ - HUMAN
+ - MECHANICAL
story:
- name:
- type:
+ name: Till until (Gold)
+ type: MECHANICAL
lore:
- -
- shards:
+ - Other farmers may have moved to more mechanical
+ - means, the trusty hoe is still the number one
+ - go-to.
+ shards: [ 1,1,0,0,1,0,1,0,0 ]
GOLDEN_HORSE_ARMOR:
- tier: 1
+ tier: 3
elements:
- -
+ - ANIMAL
story:
- name:
- type:
+ name: Tank (Gold)
+ type: ANIMAL
lore:
- -
- shards:
+ - It's not only you that needs protecting
+ - in these dark times!
+ shards: [ 0,0,0,1,1,1,0,0,0 ]
GOLDEN_LEGGINGS:
- tier: 2
+ tier: 3
elements:
- HUMAN
- CELESTIAL
@@ -5006,84 +5315,106 @@ GOLDEN_LEGGINGS:
- Like it's other armour brethren, leggings
- absorb crysta from their users in miniscule
- amounts over their tenure.
- shards: [0,0,0,1,2,0,1,0,0]
+ shards: [ 0,0,0,1,2,0,1,0,0 ]
GOLDEN_PICKAXE:
- tier: 1
+ tier: 3
elements:
- -
+ - HUMAN
+ - ELEMENTAL
story:
- name:
- type:
+ name: P-p-p-pick up a pickaxe (Gold)
+ type: CELESTIAL
lore:
- -
- shards:
+ - Arguably the most important tool to any
+ - minecrafters arsenal, the pickaxe radiates
+ - a joy with every block broken.
+ shards: [ 0,0,0,1,2,0,1,0,0 ]
GOLDEN_SHOVEL:
- tier: 1
+ tier: 3
elements:
- -
+ - HUMAN
+ - ELEMENTAL
story:
- name:
- type:
+ name: Can you dig it? (Gold)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - The invention of the shovel was a pivotal
+ - to the furtherment of mankind, it was
+ - practically ground breaking!
+ shards: [ 1,1,0,0,1,0,0,0,0 ]
GOLDEN_SWORD:
- tier: 1
+ tier: 3
elements:
- -
+ - HUMAN
+ - VOID
story:
- name:
- type:
+ name: Time to Strike (Gold)
+ type: VOID
lore:
- -
- shards:
+ - Finally armed, the wielder can choose
+ - to use a sword defensively or aggressively
+ - either way the sword fulfills its purpose
+ shards: [ 0,0,0,1,1,0,0,1,1 ]
GOLD_BLOCK:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Further Refinement (Emerald)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Refined all the way to it's block form, this
+ - block enjoys being combined with it's brethren
+ shards: [ 2,1,0,0,0,0,0,0,1 ]
GOLD_INGOT:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Refined (Gold)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - After having all the slag and dregs removed
+ - this item can breathe a heavy sigh of relief.
+ shards: [ 1,1,1,0,0,0,0,0,1 ]
GOLD_NUGGET:
tier: 1
elements:
- -
+ - ELEMENTAL
story:
- name:
- type:
+ name: Formation (Gold)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Like most elemental magics, the Crysta
+ - in a nugget longs to be paired with other
+ - matching forms but without the power to
+ - influence this.
+ shards: [ 1,0,0,0,0,0,0,0,0 ]
GOLD_ORE:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - PHILOSPHICAL
story:
- name:
- type:
+ name: This Ore That (Gold)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - As ore is formed within stone, it draws
+ - the latent magic from the earth into itself
+ - the types of magic found determine the
+ - ore that will appear.
+ shards: [ 1,0,0,1,0,0,1,1,1 ]
GRANITE:
tier: 1
@@ -5142,13 +5473,16 @@ GRANITE_WALL:
GRASS:
tier: 1
elements:
- -
+ - ANIMAL
+ - ELEMENTAL
story:
- name:
- type:
+ name: Where it begins
+ type: ANIMAL
lore:
- -
- shards:
+ - The beginning of most food webs, grass
+ - brings life into the world and drives
+ - it ever-forward.
+ shards: [ 1,0,0,0,0,1,0,0,0 ]
GRASS_BLOCK:
tier: 1
@@ -5166,13 +5500,16 @@ GRASS_BLOCK:
GRAVEL:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - VOID
story:
- name:
- type:
+ name: Hammered
+ type: VOID
lore:
- -
- shards:
+ - Detemined to be more than the sum of its
+ - parts, gravel lives only to have been hammered
+ - and then sifted for its content. Sad.
+ shards: [ 1,0,0,0,0,0,0,1,0 ]
GRAY_BANNER:
tier: 2
@@ -5514,59 +5851,74 @@ GREEN_WOOL:
author: OOOOMAGAAA
GRINDSTONE:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: Ground Down
+ type: MECHANICAL
lore:
- -
- shards:
+ - The Grindstone loves to grind, crush and
+ - generally destroy whatever it can get at.
+ - If it could, it would grind the world.
+ shards: [ 0,1,0,0,1,0,0,1,0 ]
GUNPOWDER:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - VOID
story:
- name:
- type:
+ name: Explosive Personality
+ type: VOID
lore:
- -
- shards:
+ - Primed and ready, this is a Creeper's
+ - last-ditch attempt to try to ruin your day!
+ shards: [ 1,0,0,0,0,1,0,1,0 ]
HANGING_ROOTS:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - ANIMAL
story:
- name:
- type:
+ name: Just Hanging Out
+ type: ANIMAL
lore:
- -
- shards:
+ - A very plain and simple spirit, these
+ - roots love nothing more than to just
+ - hang around and relax
+ shards: [ 1,0,0,0,0,1,0,0,0 ]
HAY_BLOCK:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - ANIMAL
story:
- name:
- type:
+ name: Llama's Lament
+ type: ANIMAL
lore:
- -
- shards:
+ - Endlessly dreaming of being given to a
+ - llama, the Hay block is willing to give
+ - itself for the furtherment of others.
+ shards: [ 1,0,0,0,1,1,0,0,0 ]
HEART_OF_THE_SEA:
- tier: 1
+ tier: 4
elements:
- -
+ - ELEMENTAL
+ - CELESTIAL
story:
- name:
- type:
+ name: Oceanic Draw
+ type: CELESTIAL
lore:
- -
- shards:
+ - The Heart of the Sea constantly draws Crysta
+ - from the oceans while forming. The resultant
+ - item is more potent than any single Crystamae
+ - crystal.
+ shards: [ 2,0,1,1,0,1,1,0,0 ]
HEAVY_WEIGHTED_PRESSURE_PLATE:
tier: 2
@@ -5586,68 +5938,84 @@ HEAVY_WEIGHTED_PRESSURE_PLATE:
HONEYCOMB:
tier: 1
elements:
- -
+ - ANIMAL
story:
- name:
- type:
+ name: Wax On!
+ type: ANIMAL
lore:
- -
- shards:
+ - This waxy substance is used to protect
+ - those items that do not like the open
+ - air.
+ shards: [ 0,0,1,0,0,1,0,0,0 ]
HONEYCOMB_BLOCK:
tier: 1
elements:
- -
+ - ANIMAL
story:
- name:
- type:
+ name: Wax On! (Block)
+ type: ANIMAL
lore:
- -
- shards:
+ - This waxy substance is used to protect
+ - those items that do not like the open
+ - air.
+ shards: [ 0,0,1,0,0,1,0,0,0 ]
HONEY_BLOCK:
tier: 1
elements:
- -
+ - ANIMAL
+ - ALCHEMICAL
story:
- name:
- type:
+ name: A Sticky Situation (Honey)
+ type: ALCHEMICAL
lore:
- -
- shards:
+ - Desparate to not be alone, this block
+ - will cling to anything it can and will
+ - not let go.
+ shards: [ 0,0,1,0,0,1,0,0,0 ]
HONEY_BOTTLE:
tier: 1
elements:
- -
+ - ALCHEMICAL
+ - ANIMAL
story:
- name:
- type:
+ name: Nectar of the Gods
+ type: ALCHEMICAL
lore:
- -
- shards:
+ - With a vast variety of unknown healing properties,
+ - honey has untapped potential which will come to
+ - light... soonâ„¢...
+ shards: [ 0,0,1,0,0,1,0,0,0 ]
HOPPER:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - VOID
story:
- name:
- type:
+ name: Diversion
+ type: VOID
lore:
- -
- shards:
+ - A hopper gets all of its joy from taking
+ - something from its true path and moving it
+ - elsewhere. Who know hoppers were such tricksters.
+ shards: [ 0,2,0,0,0,0,0,1,0 ]
HOPPER_MINECART:
- tier: 1
+ tier: 3
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
+ name: A Rolling Minecart... (Hopper)
type:
lore:
- -
- shards:
+ - ...Gathers No Moss. The singular largest
+ - leap in minecraft tech, the minecart has
+ - more uses than one may think.
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
HORN_CORAL:
tier: 2
@@ -5814,35 +6182,45 @@ INFESTED_STONE_BRICKS:
INK_SAC:
tier: 1
elements:
- -
+ - VOID
+ - CELESTIAL
story:
- name:
- type:
+ name: The Inky Void
+ type: VOID
lore:
- -
- shards:
+ - Ink is both the creation of nearly all
+ - written knowledge but also an entry into
+ - the deepest void. The juxtapositon is, in
+ - itself, magical.
+ shards: [ 1,0,0,0,0,0,1,1,0 ]
IRON_AXE:
- tier: 1
+ tier: 3
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Axe-cident waiting to happen! (Iron)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Every person fears the day that they finally
+ - accidentally right click on a log in their
+ - base!
+ shards: [ 1,0,0,0,1,0,1,0,1 ]
IRON_BARS:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Locked Up
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Designed for one true purpose, to keep those
+ - needed behind bars. Protecting others provides
+ - purpose to this iron.
+ shards: [ 0,1,0,0,1,0,0,0,1 ]
IRON_BLOCK:
tier: 3
@@ -5871,7 +6249,7 @@ IRON_BOOTS:
- Like all armour, boots ant nothing more
- than to keep their wearer safe. Unforunatley
- they are overshadowed by other gear.
- shards: [0,0,0,1,2,0,0,0,1]
+ shards: [ 0,0,0,1,2,0,0,0,1 ]
IRON_CHESTPLATE:
tier: 3
@@ -5885,7 +6263,7 @@ IRON_CHESTPLATE:
- Every hit, scrape and pummel stopped by the
- chestplate reinforces it's magics by giving
- it purpose and drive.
- shards: [0,1,0,1,2,0,1,0,0]
+ shards: [ 0,1,0,1,2,0,1,0,0 ]
IRON_DOOR:
tier: 2
@@ -5913,40 +6291,46 @@ IRON_HELMET:
- A magicians most important tool is their own
- mind, any steps taken to protect that tool
- are vital and wise.
- shards: [0,0,0,1,1,0,0,1,0]
+ shards: [ 0,0,0,1,1,0,0,1,0 ]
IRON_HOE:
- tier: 1
+ tier: 3
elements:
- -
+ - HUMAN
+ - MECHANICAL
story:
- name:
- type:
+ name: Till until (Iron)
+ type: MECHANICAL
lore:
- -
- shards:
+ - Other farmers may have moved to more mechanical
+ - means, the trusty hoe is still the number one
+ - go-to.
+ shards: [ 1,1,0,0,1,0,1,0,0 ]
IRON_HORSE_ARMOR:
- tier: 1
+ tier: 3
elements:
- -
+ - ANIMAL
story:
- name:
- type:
+ name: Tank (Iron)
+ type: ANIMAL
lore:
- -
- shards:
+ - It's not only you that needs protecting
+ - in these dark times!
+ shards: [ 0,0,0,1,1,1,0,0,0 ]
IRON_INGOT:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: Refined (Emerald)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - After having all the slag and dregs removed
+ - this item can breathe a heavy sigh of relief.
+ shards: [ 1,2,1,0,0,0,0,0,0 ]
IRON_LEGGINGS:
tier: 3
@@ -5960,62 +6344,78 @@ IRON_LEGGINGS:
- Like it's other armour brethren, leggings
- absorb crysta from their users in miniscule
- amounts over their tenure.
- shards: [0,0,0,1,2,0,1,0,0]
+ shards: [ 0,0,0,1,2,0,1,0,0 ]
IRON_NUGGET:
tier: 1
elements:
- -
+ - ELEMENTAL
story:
- name:
- type:
+ name: Formation (Iron)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Like most elemental magics, the Crysta
+ - in a nugget longs to be paired with other
+ - matching forms but without the power to
+ - influence this.
+ shards: [ 1,0,0,0,0,0,0,0,0 ]
IRON_ORE:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: This Ore That (Iron)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - As ore is formed within stone, it draws
+ - the latent magic from the earth into itself
+ - the types of magic found determine the
+ - ore that will appear.
+ shards: [ 1,1,0,1,0,0,1,1,0 ]
IRON_PICKAXE:
- tier: 1
+ tier: 3
elements:
- -
+ - HUMAN
+ - ELEMENTAL
story:
- name:
- type:
+ name: P-p-p-pick up a pickaxe (Iron)
+ type: CELESTIAL
lore:
- -
- shards:
+ - Arguably the most important tool to any
+ - minecrafters arsenal, the pickaxe radiates
+ - a joy with every block broken.
+ shards: [ 0,0,0,1,2,0,1,0,0 ]
IRON_SHOVEL:
- tier: 1
+ tier: 3
elements:
- -
+ - HUMAN
+ - ELEMENTAL
story:
- name:
- type:
+ name: Can you dig it? (Iron)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - The invention of the shovel was a pivotal
+ - to the furtherment of mankind, it was
+ - practically ground breaking!
+ shards: [ 1,1,0,0,1,0,0,0,0 ]
IRON_SWORD:
- tier: 1
+ tier: 3
elements:
- -
+ - HUMAN
+ - VOID
story:
- name:
- type:
+ name: Time to Strike (Iron)
+ type: VOID
lore:
- -
- shards:
+ - Finally armed, the wielder can choose
+ - to use a sword defensively or aggressively
+ - either way the sword fulfills its purpose
+ shards: [ 0,0,0,1,1,0,0,1,1 ]
IRON_TRAPDOOR:
tier: 2
@@ -6034,35 +6434,44 @@ IRON_TRAPDOOR:
ITEM_FRAME:
tier: 1
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: Proud Display
+ type: HUMAN
lore:
- -
- shards:
+ - An Item Frame awaits the moment when its
+ - allowed to display an item. The eminating
+ - pride envelopes the item fully.
+ shards: [ 0,1,0,0,0,1,0,0,0 ]
JACK_O_LANTERN:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - VOID
story:
- name:
- type:
+ name: Spooky-scary
+ type: VOID
lore:
- -
- shards:
+ - Nothing says sheer terror more than the
+ - carved Jack'O'Lantern... right?
+ shards: [ 1,0,0,0,1,0,0,1,0 ]
JUKEBOX:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - CELESTIAL
story:
- name:
- type:
+ name: The Magic of Music
+ type: CELESTIAL
lore:
- -
- shards:
+ - While esoteric, the magic from music can
+ - be measured if in large enough quantities.
+ - With work it could be harnessed into something
+ - more.
+ shards: [ 0,1,0,0,1,0,2,0,0 ]
JUNGLE_BOAT:
tier: 1
@@ -6216,7 +6625,7 @@ JUNGLE_SLAB:
elements:
- HUMAN
story:
- name: A cut below (Jungle)
+ name: A Cut Below (Jungle)
type: HUMAN
lore:
- Ripped in half and divided from
@@ -6265,101 +6674,112 @@ JUNGLE_WOOD:
KELP:
tier: 1
elements:
- -
- story:
- name:
- type:
- lore:
- -
- shards:
-
-KNOWLEDGE_BOOK:
- tier: 1
- elements:
- -
+ - CELESTIAL
story:
- name:
- type:
+ name: ':LUL:'
+ type: CELESTIAL
lore:
- -
- shards:
+ - I tried to not make this story a joke
+ - or a pun... but I couldn't kelp myself.
+ shards: [ 0,0,0,0,0,0,1,0,0 ]
LADDER:
tier: 1
elements:
- -
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Where's Boomer?
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Have a ladder that needs to be claimed?
+ - Call BOOMER_1 and he'll see you straight!
+ shards: [ 0,1,0,0,0,0,0,0,1 ]
LANTERN:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - HUMAN
story:
- name:
- type:
+ name: Lighting the Way
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Fear of the dark is an opressive force
+ - for lanterns. They use all their might to
+ - push back the darkness to make players
+ - feel at ease.
+ shards: [ 1,1,0,0,1,0,0,0,0 ]
-LAPIS_BLOCK:
- tier: 1
+LAPIS_LAZULI:
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
+ - CELESTIAL
story:
- name:
- type:
+ name: Refined (Lapis)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - After having all the slag and dregs removed
+ - this item can breathe a heavy sigh of relief.
+ shards: [ 1,1,1,0,0,0,0,0,0 ]
-LAPIS_LAZULI:
- tier: 1
+LAPIS_BLOCK:
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
+ - CELESTIAL
story:
- name:
- type:
+ name: Further Refinement (Lapis)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Refined all the way to it's block form, this
+ - block enjoys being combined with it's brethren
+ shards: [ 2,1,0,0,0,0,0,0,0 ]
LAPIS_ORE:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - CELESTIAL
story:
- name:
- type:
+ name: This Ore That (Lapis)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - As ore is formed within stone, it draws
+ - the latent magic from the earth into itself
+ - the types of magic found determine the
+ - ore that will appear.
+ shards: [ 1,0,0,1,0,0,2,1,0 ]
LARGE_AMETHYST_BUD:
- tier: 1
+ tier: 2
elements:
- -
+ - VOID
+ - ELEMENTAL
story:
- name:
- type:
+ name: Devoid of magic (Large)
+ type: VOID
lore:
- -
- shards:
+ - Amethyst buds are crystal deposits that couldn't
+ - harness enough Crysta to form correctly. While
+ - useful, they server little purpose magically.
+ shards: [ 1,0,0,0,0,0,0,1,0 ]
LARGE_FERN:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - CELESTIAL
story:
- name:
- type:
+ name: Crouching Taiga (Large)
+ type: CELESTIAL
lore:
- -
- shards:
+ - A fern stores what little Crysta it takes
+ - from the world and releases it when it spreads
+ - its spores.
+ shards: [ 1,0,1,0,0,1,1,0,0 ]
LAVA_BUCKET:
tier: 2
@@ -6378,24 +6798,28 @@ LAVA_BUCKET:
LEAD:
tier: 1
elements:
- -
+ - HUMAN
+ - ANIMAL
story:
- name:
- type:
+ name: Lead Me On
+ type: ANIMAL
lore:
- -
- shards:
+ - While insanely weak, the lead creates a
+ - magical tether between the leader and the
+ - led.
+ shards: [ 0,0,0,1,1,1,0,0,0 ]
LEATHER:
tier: 1
elements:
- -
+ - ANIMAL
story:
- name:
- type:
+ name: Get Tanned
+ type: ANIMAL
lore:
- -
- shards:
+ - While an unfortunate practice, leather is
+ - a staple to basic development.
+ shards: [ 0,0,0,1,1,1,0,0,0 ]
LEATHER_BOOTS:
tier: 1
@@ -6409,7 +6833,7 @@ LEATHER_BOOTS:
- Like all armour, boots ant nothing more
- than to keep their wearer safe. Unforunatley
- they are overshadowed by other gear.
- shards: [0,0,0,1,2,0,0,0,1]
+ shards: [ 0,0,0,1,2,0,0,0,1 ]
LEATHER_CHESTPLATE:
tier: 1
@@ -6423,7 +6847,7 @@ LEATHER_CHESTPLATE:
- Every hit, scrape and pummel stopped by the
- chestplate reinforces it's magics by giving
- it purpose and drive.
- shards: [0,1,0,1,2,0,1,0,0]
+ shards: [ 0,1,0,1,2,0,1,0,0 ]
LEATHER_HELMET:
tier: 1
@@ -6437,18 +6861,19 @@ LEATHER_HELMET:
- A magicians most important tool is their own
- mind, any steps taken to protect that tool
- are vital and wise.
- shards: [0,0,0,1,1,0,0,1,0]
+ shards: [ 0,0,0,1,1,0,0,1,0 ]
LEATHER_HORSE_ARMOR:
- tier: 1
+ tier: 2
elements:
- -
+ - ANIMAL
story:
- name:
- type:
+ name: Tank (Leather)
+ type: ANIMAL
lore:
- -
- shards:
+ - It's not only you that needs protecting
+ - in these dark times!
+ shards: [ 0,0,0,1,1,1,0,0,0 ]
LEATHER_LEGGINGS:
tier: 1
@@ -6462,51 +6887,47 @@ LEATHER_LEGGINGS:
- Like it's other armour brethren, leggings
- absorb crysta from their users in miniscule
- amounts over their tenure.
- shards: [0,0,0,1,2,0,1,0,0]
+ shards: [ 0,0,0,1,2,0,1,0,0 ]
LECTERN:
- tier: 1
+ tier: 2
elements:
- -
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: The Power of Knowledge
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - the transfer of knowledge from person to
+ - person is just as, if not more, important
+ - than the knowledge itself. The Lectern knows
+ - this and revels in helping.
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
LEVER:
tier: 1
elements:
- -
- story:
- name:
- type:
- lore:
- -
- shards:
-
-LIGHT:
- tier: 1
- elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: Binary
+ type: MECHANICAL
lore:
- -
- shards:
+ - The Lever lives in one of two states.
+ - On or off, yes or no. It dreams of a
+ - third state, but this will never happen.
+ shards: [ 0,1,0,0,1,0,0,0,0 ]
LIGHTNING_ROD:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
story:
- name:
- type:
+ name: Attractive
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Copper longs for the touch of electricity
+ - and does all it can do draw some in.
+ shards: [ 2,0,0,0,0,0,0,0,0 ]
LIGHT_BLUE_BANNER:
tier: 2
@@ -6891,13 +7312,16 @@ LILY_OF_THE_VALLEY:
LILY_PAD:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - ANIMAL
story:
- name:
- type:
+ name: Swampy Device
+ type: ANIMAL
lore:
- -
- shards:
+ - The lily pad spends all its time doing
+ - nothign but relaxing in swamps. While some
+ - may wish for more, the lily pad is content.
+ shards: [ 1,0,0,0,0,1,0,0,0 ]
LIME_BANNER:
tier: 2
@@ -7072,35 +7496,42 @@ LIME_WOOL:
LINGERING_POTION:
tier: 1
elements:
- -
+ - ALCHEMICAL
+ - VOID
story:
- name:
- type:
+ name: Unwanted Guest
+ type: ALCHEMICAL
lore:
- -
- shards:
+ - Guests, like fish, begin to smell after three days.
+ - No one likes things that linger too long.
+ shards: [ 1,0,1,0,0,0,0,1,0 ]
LODESTONE:
- tier: 1
+ tier: 4
elements:
- -
+ - VOID
+ - CELESTIAL
story:
- name:
- type:
+ name: Unnatural Pull
+ type: VOID
lore:
- -
- shards:
+ - Combining both Celestial and Void Crysta
+ - causes this block to constantly pull at
+ - magically linked items regardless of distance.
+ shards: [ 0,1,0,1,1,0,1,1,0 ]
LOOM:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
story:
- name:
- type:
+ name: Dream Decor
+ type: HUMAN
lore:
- -
- shards:
+ - Every thread and weave is imparted with
+ - the creativity of the creator and the
+ - magics present at the time.
+ shards: [ 0,0,0,1,2,0,0,0,0 ]
MAGENTA_BANNER:
tier: 2
@@ -7273,48 +7704,59 @@ MAGENTA_WOOL:
author: OOOOMAGAAA
MAGMA_BLOCK:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - VOID
story:
- name:
- type:
+ name: Hot Stuff (Block)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - The burning passion of this item has
+ - the power to actually create a persistent
+ - heat with no help from magic.
+ shards: [ 1,0,1,0,0,0,0,1,0 ]
MAGMA_CREAM:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
story:
- name:
- type:
+ name: Hot Stuff
+ type: ELEMENTAL
lore:
- -
- shards:
+ - The burning passion of this item has
+ - the power to actually create a persistent
+ - heat with no help from magic.
+ shards: [ 1,0,1,0,0,0,0,0,0 ]
MAP:
- tier: 1
+ tier: 2
elements:
- -
+ - HISTORICAL
+ - HUMAN
story:
- name:
- type:
+ name: Age of Discovery
+ type: HISTORICAL
lore:
- -
- shards:
+ - With the corners still to find, explorers from
+ - far and wide still set out the chart the
+ - uncharted.
+ shards: [ 0,0,0,2,1,0,0,0,0 ]
MEDIUM_AMETHYST_BUD:
- tier: 1
+ tier: 2
elements:
- -
+ - VOID
+ - ELEMENTAL
story:
- name:
- type:
+ name: Devoid of magic (Medium)
+ type: VOID
lore:
- -
- shards:
+ - Amethyst buds are crystal deposits that couldn't
+ - harness enough Crysta to form correctly. While
+ - useful, they server little purpose magically.
+ shards: [ 1,0,0,0,0,0,0,1,0 ]
MELON:
tier: 1
@@ -7347,13 +7789,15 @@ MELON_SEEDS:
MELON_SLICE:
tier: 1
elements:
- -
+ - ANIMAL
+ - HUMAN
story:
- name:
+ name: A Bitter-Sweet Victory
type:
lore:
- -
- shards:
+ - While cut and torn asunder, the result is an
+ - item that brings joy to many.
+ shards: [ 0,0,1,0,1,1,0,0,0 ]
MILK_BUCKET:
tier: 2
@@ -7370,37 +7814,44 @@ MILK_BUCKET:
shards: [ 0,1,0,0,2,1,0,1,0 ]
MINECART:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
+ name: A Rolling Minecart...
type:
lore:
- -
- shards:
+ - ...Gathers No Moss. The singular largest
+ - leap in minecraft tech, the minecart has
+ - more uses than one may think.
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
MOJANG_BANNER_PATTERN:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - CELESTIAL
story:
- name:
- type:
+ name: Star Spangled (Mojang)
+ type: HUMAN
lore:
- -
- shards:
+ - Absorbs magic generated from the pride
+ - of those observing this pattern.
+ shards: [ 0,0,0,1,1,0,1,0,0 ]
MOSSY_COBBLESTONE:
tier: 1
elements:
- -
+ - ELEMENTAL
story:
- name:
- type:
+ name: Slow Parasite
+ type: ELEMENTAL
lore:
- -
- shards:
+ - The slow parasite developing through the
+ - cobblestone forms a symbiotic relationship
+ - bringing life to a lifeless block.
+ shards: [ 1,0,0,0,0,1,0,0,0 ]
MOSSY_COBBLESTONE_SLAB:
tier: 1
@@ -7444,15 +7895,18 @@ MOSSY_COBBLESTONE_WALL:
shards: [ 0,0,0,1,1,0,1,0,0 ]
MOSSY_STONE_BRICKS:
- tier: 1
+ tier: 2
elements:
- -
+ - HISTORICAL
+ - HUMAN
+ - ANIMAL
story:
- name:
- type:
+ name: Dirt Hut Upgrade (Mossy Stone)
+ type: HUMAN
lore:
- -
- shards:
+ - Enough to make near-any house a home,
+ - bricks are the staple to a modern comfort.
+ shards: [ 0,1,0,1,1,1,1,0,0 ]
MOSSY_STONE_BRICK_SLAB:
tier: 1
@@ -7498,13 +7952,15 @@ MOSSY_STONE_BRICK_WALL:
MOSS_BLOCK:
tier: 1
elements:
- -
+ - ELEMENTAL
story:
- name:
- type:
+ name: A Rich Ecosystem
+ type: ELEMENTAL
lore:
- -
- shards:
+ - This block, teeming with life, holds the
+ - promised for a wide variety of flora and
+ - fauna.
+ shards: [ 1,0,0,0,0,0,1,0,0 ]
MOSS_CARPET:
tier: 1
@@ -7550,147 +8006,200 @@ MUSHROOM_STEW:
shards: [ 0,0,0,0,2,1,0,0,0 ]
MUSIC_DISC_11:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Resonating Within (11)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Music Discs don't just record sounds,
+ - it also records the resonating magic
+ - in the air at the time of recording,
+ - releasing it each time it's replayed.
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
MUSIC_DISC_13:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Resonating Within (13)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Music Discs don't just record sounds,
+ - it also records the resonating magic
+ - in the air at the time of recording,
+ - releasing it each time it's replayed.
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
MUSIC_DISC_BLOCKS:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Resonating Within (Blocks)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Music Discs don't just record sounds,
+ - it also records the resonating magic
+ - in the air at the time of recording,
+ - releasing it each time it's replayed.
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
MUSIC_DISC_CAT:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Resonating Within (Cat)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Music Discs don't just record sounds,
+ - it also records the resonating magic
+ - in the air at the time of recording,
+ - releasing it each time it's replayed.
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
MUSIC_DISC_CHIRP:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Resonating Within (Chirp)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Music Discs don't just record sounds,
+ - it also records the resonating magic
+ - in the air at the time of recording,
+ - releasing it each time it's replayed.
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
MUSIC_DISC_FAR:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Resonating Within (Far)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Music Discs don't just record sounds,
+ - it also records the resonating magic
+ - in the air at the time of recording,
+ - releasing it each time it's replayed.
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
MUSIC_DISC_MALL:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Resonating Within (Mall)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Music Discs don't just record sounds,
+ - it also records the resonating magic
+ - in the air at the time of recording,
+ - releasing it each time it's replayed.
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
MUSIC_DISC_MELLOHI:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Resonating Within (Mellohi)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Music Discs don't just record sounds,
+ - it also records the resonating magic
+ - in the air at the time of recording,
+ - releasing it each time it's replayed.
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
MUSIC_DISC_PIGSTEP:
- tier: 1
+ tier: 3
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
+ - VOID
story:
- name:
- type:
+ name: Resonating Within (Pigstep)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Music Discs don't just record sounds,
+ - it also records the resonating magic
+ - in the air at the time of recording,
+ - releasing it each time it's replayed.
+ shards: [ 0,1,0,1,1,0,0,1,1 ]
MUSIC_DISC_STAL:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Resonating Within (Stal)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Music Discs don't just record sounds,
+ - it also records the resonating magic
+ - in the air at the time of recording,
+ - releasing it each time it's replayed.
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
MUSIC_DISC_STRAD:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Resonating Within (Strad)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Music Discs don't just record sounds,
+ - it also records the resonating magic
+ - in the air at the time of recording,
+ - releasing it each time it's replayed.
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
MUSIC_DISC_WAIT:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Resonating Within (Wait)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Music Discs don't just record sounds,
+ - it also records the resonating magic
+ - in the air at the time of recording,
+ - releasing it each time it's replayed.
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
MUSIC_DISC_WARD:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Resonating Within (Ward)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Music Discs don't just record sounds,
+ - it also records the resonating magic
+ - in the air at the time of recording,
+ - releasing it each time it's replayed.
+ shards: [ 0,1,0,1,1,0,0,0,1 ]
MUTTON:
tier: 1
@@ -7707,48 +8216,60 @@ MUTTON:
shards: [ 0,0,0,0,1,1,0,0,1 ]
MYCELIUM:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - VOID
story:
- name:
- type:
+ name: Ancient Promise
+ type: VOID
lore:
- -
- shards:
+ - Touched by Ancient Spores, Mycelium draws from
+ - the void to become something new and dark.
+ shards: [ 1,0,0,1,0,0,0,1,0 ]
NAME_TAG:
- tier: 1
+ tier: 3
elements:
- -
+ - HUMAN
+ - CELESTIAL
story:
- name:
- type:
+ name: Identity
+ type: HUMAN
lore:
- -
- shards:
+ - A nameless thing finally gets it's own
+ - identity and... wth is a Dinnerbone and
+ - why is the world upside down?
+ shards: [ 0,0,0,1,1,0,1,0,0 ]
NAUTILUS_SHELL:
- tier: 1
+ tier: 3
elements:
- -
+ - HISTORICAL
+ - VOID
story:
- name:
- type:
+ name: An Unused Home
+ type: HISTORICAL
lore:
- -
- shards:
+ - The Nautilis is though to comes from
+ - the deepest depths, but not one can be
+ - seen. It's not known where Drowned find
+ - these shells.
+ shards: [ 0,0,0,2,0,1,0,2,0 ]
NETHERITE_AXE:
- tier: 1
+ tier: 5
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Axe-cident waiting to happen! (Netherite)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Every person fears the day that they finally
+ - accidentally right click on a log in their
+ - base!
+ shards: [ 1,0,0,0,1,0,1,0,1 ]
NETHERITE_BLOCK:
tier: 5
@@ -7777,7 +8298,7 @@ NETHERITE_BOOTS:
- Like all armour, boots ant nothing more
- than to keep their wearer safe. Unforunatley
- they are overshadowed by other gear.
- shards: [0,0,0,1,2,0,0,0,1]
+ shards: [ 0,0,0,1,2,0,0,0,1 ]
NETHERITE_CHESTPLATE:
tier: 2
@@ -7791,7 +8312,7 @@ NETHERITE_CHESTPLATE:
- Every hit, scrape and pummel stopped by the
- chestplate reinforces it's magics by giving
- it purpose and drive.
- shards: [0,1,0,1,2,0,1,0,0]
+ shards: [ 0,1,0,1,2,0,1,0,0 ]
NETHERITE_HELMET:
tier: 5
@@ -7805,29 +8326,34 @@ NETHERITE_HELMET:
- A magicians most important tool is their own
- mind, any steps taken to protect that tool
- are vital and wise.
- shards: [0,0,0,1,1,0,0,1,0]
+ shards: [ 0,0,0,1,1,0,0,1,0 ]
NETHERITE_HOE:
- tier: 1
+ tier: 5
elements:
- -
+ - HUMAN
+ - MECHANICAL
story:
- name:
- type:
+ name: The one, only and ultimate
+ type: MECHANICAL
lore:
- -
- shards:
+ - Everyone knows it's the only tool that
+ - counts.
+ shards: [ 1,1,0,0,1,0,1,0,0 ]
NETHERITE_INGOT:
- tier: 1
+ tier: 4
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
+ - VOID
story:
- name:
- type:
+ name: Refined (Netherite)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - After having all the slag and dregs removed
+ - this item can breathe a heavy sigh of relief.
+ shards: [ 1,1,1,0,0,0,2,0,0 ]
NETHERITE_LEGGINGS:
tier: 5
@@ -7841,51 +8367,63 @@ NETHERITE_LEGGINGS:
- Like it's other armour brethren, leggings
- absorb crysta from their users in miniscule
- amounts over their tenure.
- shards: [0,0,0,1,2,0,1,0,0]
+ shards: [ 0,0,0,1,2,0,1,0,0 ]
NETHERITE_PICKAXE:
- tier: 1
+ tier: 5
elements:
- -
+ - HUMAN
+ - ELEMENTAL
story:
- name:
- type:
+ name: P-p-p-pick up a pickaxe (Netherite)
+ type: CELESTIAL
lore:
- -
- shards:
+ - Arguably the most important tool to any
+ - minecrafters arsenal, the pickaxe radiates
+ - a joy with every block broken.
+ shards: [ 0,0,0,1,2,0,1,0,0 ]
NETHERITE_SCRAP:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - HISTORICAL
story:
- name:
- type:
+ name: Ancient Beyond Measure
+ type: HISTORICAL
lore:
- -
- shards:
+ - The correct refinement process for Netherite
+ - has been lost to time. Starting with a
+ - scrap is the best known method currently.
+ shards: [ 1,0,0,2,0,0,0,0,1 ]
NETHERITE_SHOVEL:
- tier: 1
+ tier: 5
elements:
- -
+ - HUMAN
+ - ELEMENTAL
story:
- name:
- type:
+ name: Can you dig it? (Netherite)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - The invention of the shovel was a pivotal
+ - to the furtherment of mankind, it was
+ - practically ground breaking!
+ shards: [ 1,1,0,0,1,0,0,0,0 ]
NETHERITE_SWORD:
- tier: 1
+ tier: 5
elements:
- -
+ - HUMAN
+ - VOID
story:
- name:
- type:
+ name: Time to Strike (Netherite)
+ type: VOID
lore:
- -
- shards:
+ - Finally armed, the wielder can choose
+ - to use a sword defensively or aggressively
+ - either way the sword fulfills its purpose
+ shards: [ 0,0,0,1,1,0,0,1,1 ]
NETHERRACK:
tier: 1
@@ -7900,37 +8438,47 @@ NETHERRACK:
shards: [ 1,0,1,0,0,0,0,0,0 ]
NETHER_BRICK:
- tier: 1
+ tier: 2
elements:
- -
+ - HISTORICAL
+ - HUMAN
story:
- name:
- type:
+ name: Before (Nether)
+ type: HUMAN
lore:
- -
- shards:
+ - While not much on it's own, the potential
+ - within this item is so large that the magics
+ - from it's possible forms ripple back through
+ - time.
+ shards: [ 0,1,0,1,1,0,0,0,0 ]
NETHER_BRICKS:
- tier: 1
+ tier: 2
elements:
- -
+ - HISTORICAL
+ - HUMAN
+ - VOID
story:
- name:
- type:
+ name: Dirt Hut Upgrade (Nether)
+ type: HUMAN
lore:
- -
- shards:
+ - Enough to make near-any house a home,
+ - bricks are the staple to a modern comfort.
+ shards: [ 0,1,0,1,1,0,0,1,0 ]
NETHER_BRICK_FENCE:
tier: 1
elements:
- -
+ - HUMAN
+ - ANIMAL
+ - VOID
story:
- name:
- type:
+ name: Livestock (Nether)
+ type: ANIMAL
lore:
- -
- shards:
+ - Nothing brings more joy to a fence
+ - than keeping your livestock safe.
+ shards: [ 0,0,0,0,1,2,0,1,0 ]
NETHER_BRICK_SLAB:
tier: 1
@@ -7975,37 +8523,47 @@ NETHER_BRICK_WALL:
shards: [ 0,0,0,1,1,0,1,0,0 ]
NETHER_GOLD_ORE:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: This Ore That (Nether Gold)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - As ore is formed within stone, it draws
+ - the latent magic from the earth into itself
+ - the types of magic found determine the
+ - ore that will appear.
+ shards: [ 1,0,0,1,0,0,1,1,1 ]
NETHER_QUARTZ_ORE:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - CELESTIAL
story:
- name:
- type:
+ name: This Ore That (Nether Quartz)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - As ore is formed within stone, it draws
+ - the latent magic from the earth into itself
+ - the types of magic found determine the
+ - ore that will appear.
+ shards: [ 1,0,0,1,0,0,2,1,0 ]
NETHER_SPROUTS:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - VOID
story:
- name:
- type:
+ name: Sprouting
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Despite the conditions, life will always
+ - find a way to grow and thrive.
+ shards: [1,0,0,0,0,0,0,1,0]
NETHER_STAR:
tier: 5
@@ -8019,29 +8577,33 @@ NETHER_STAR:
- framework, the sheer amount of void from
- the Wither is of this type. The Nether
- Star encapsulates it all.
- shards: [1,0,0,1,1,1,0,2,1]
+ shards: [ 1,0,0,1,1,1,0,2,1 ]
NETHER_WART:
tier: 1
elements:
- -
+ - ALCHEMICAL
story:
- name:
- type:
+ name: Alchemical Conduit
+ type: ALCHEMICAL
lore:
- -
- shards:
+ - Magic as we know it needs Crystals to act
+ - as a conduit. For potions, the magical
+ - conduit it Nether Wart.
+ shards: [0,0,2,0,0,0,0,0,0]
NETHER_WART_BLOCK:
- tier: 1
+ tier: 2
elements:
- -
+ - ALCHEMICAL
story:
- name:
- type:
+ name: Alchemical Conduit (Block)
+ type: ALCHEMICAL
lore:
- -
- shards:
+ - Magic as we know it needs Crystals to act
+ - as a conduit. For potions, the magical
+ - conduit it Nether Wart.
+ shards: [0,0,3,0,0,0,0,0,0]
NOTE_BLOCK:
tier: 2
@@ -8209,7 +8771,7 @@ OAK_SLAB:
elements:
- HUMAN
story:
- name: A cut below (Oak)
+ name: A Cut Below (Oak)
type: HUMAN
lore:
- Ripped in half and divided from
@@ -8256,15 +8818,19 @@ OAK_WOOD:
shards: [ 2,0,0,1,1,0,0,0,0 ]
OBSERVER:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
+ - CELESTIAL
story:
- name:
- type:
+ name: Always Watching
+ type: CELESTIAL
lore:
- -
- shards:
+ - The Observer is always watching, waiting
+ - to let you know the moment it sees something
+ - happen. Shame it can only see 1 block ahead...
+ shards: [0,2,0,0,1,0,1,0,0]
OBSIDIAN:
tier: 2
@@ -8478,48 +9044,56 @@ OXEYE_DAISY:
shards: [ 1,0,0,0,0,1,0,0,0 ]
OXIDIZED_COPPER:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: Further Refinement (Oxidied Copper)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Refined all the way to it's block form, this
+ - block enjoys being combined with it's brethren
+ shards: [ 2,1,0,0,0,0,0,0,0 ]
OXIDIZED_CUT_COPPER:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Ozidized Copper)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
OXIDIZED_CUT_COPPER_SLAB:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Ozidized Copper Slab)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
OXIDIZED_CUT_COPPER_STAIRS:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Ozidized Copper Stairs)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
PACKED_ICE:
tier: 2
@@ -8537,26 +9111,32 @@ PACKED_ICE:
shards: [ 2,0,1,0,0,0,0,0,0 ]
PAINTING:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Aint No Picasso
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - While it 'aint no Picasso, each painting
+ - is enshirined in magic from the creativity
+ - of their artists.
+ shards: [0,0,0,1,2,0,0,0,1]
PAPER:
tier: 1
elements:
- -
+ - HUMAN
+ - CELESTIAL
story:
- name:
- type:
+ name: A Clean Slate
+ type: CELESTIAL
lore:
- -
- shards:
+ - Every peice is a fresh start, a clean
+ - slate, and the sheer potential in each
+ - peice is vast.
+ shards: [0,1,0,1,1,0,1,0,0]
PEONY:
tier: 1
@@ -8572,26 +9152,30 @@ PEONY:
shards: [ 1,0,0,0,0,1,0,0,0 ]
PHANTOM_MEMBRANE:
- tier: 1
+ tier: 2
elements:
- -
+ - VOID
story:
- name:
- type:
+ name: Lighter Than Air
+ type: VOId
lore:
- -
- shards:
+ - When harnessed correctly, the Phantom
+ - Membrane is actually lighter than air
+ - and can pass this trait onto other items.
+ shards: [0,0,1,0,0,1,0,2,0]
PIGLIN_BANNER_PATTERN:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - ANIMAL
story:
- name:
- type:
+ name: Star Spangled (Piglin)
+ type: HUMAN
lore:
- -
- shards:
+ - Absorbs magic generated from the pride
+ - of those observing this pattern.
+ shards: [ 0,0,0,1,1,1,0,0,0 ]
PINK_BANNER:
tier: 2
@@ -8776,59 +9360,75 @@ PINK_WOOL:
author: OOOOMAGAAA
PISTON:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: Getting Pushy
+ type: MECHANICAL
lore:
- -
- shards:
+ - The Piston tries to be calm but its
+ - easily triggered and flies off of the
+ - handle with ease.
+ shards: [0,2,0,0,1,0,0,0,0]
PLAYER_HEAD:
- tier: 1
+ tier: 2
elements:
- -
+ - VOID
story:
- name:
- type:
+ name: Decapitation (Player)
+ type: VOID
lore:
- -
- shards:
+ - While a despicable practice, some magics
+ - can only be harnessed through recent
+ - decapitations. Luckily no Crysta is wholy
+ - dependent on this.
+ shards: [ 0,1,0,0,1,0,0,1,0 ]
PODZOL:
tier: 1
elements:
- -
+ - ELEMENTAL
story:
- name:
- type:
+ name: Leech
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Podzol is magically saturated from the iron
+ - it has absorbed. This magic is converted
+ - slowly over time.
+ shards: [2,0,0,0,0,0,0,0,0]
POINTED_DRIPSTONE:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - VOID
story:
- name:
- type:
+ name: Permeable
+ type: ELEMENTAL
lore:
- -
- shards:
+ - The water that slowly filtrates through
+ - this block transfers magics back and
+ - fourth making this block more resonant
+ - than some others.
+ shards: [ 2,0,1,0,0,0,0,1,0 ]
POISONOUS_POTATO:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - ANIMAL
story:
- name:
- type:
+ name: A Not-So-Welcome Surprise
+ type: ANIMAL
lore:
- -
- shards:
+ - When an item's internal Crysta goes bad
+ - the mechanics change completely. The
+ - Poisonous Potato is an outcome of this
+ - process.
+ shards: [0,0,1,0,0,1,1,0,0]
POLISHED_ANDESITE:
tier: 1
@@ -9021,48 +9621,58 @@ POLISHED_BLACKSTONE_WALL:
shards: [ 0,0,0,1,1,0,1,0,0 ]
POLISHED_DEEPSLATE:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: Time to Gleam (Deepslate)
+ type: HUMAN
lore:
- -
- shards:
+ - With a bit of love, any block can
+ - be made beautiful. Even those block
+ - left behind are drawn to the fore.
+ shards: [ 1,1,0,0,1,0,0,0,0 ]
POLISHED_DEEPSLATE_SLAB:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - VOID
story:
- name:
- type:
+ name: A Cut Below (Polished Deepslate)
+ type: HUMAN
lore:
- -
- shards:
+ - Ripped in half and divided from
+ - self. A soul torn asunder
+ shards: [ 1,1,0,0,1,0,0,1,0 ]
POLISHED_DEEPSLATE_STAIRS:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Rising on up (Polished Deepslate)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Every step is either an incline to
+ - future glory or a possible descent
+ - into further madness...
+ shards: [ 0,1,0,0,1,0,0,1,1 ]
POLISHED_DEEPSLATE_WALL:
- tier: 1
+ tier: 2
elements:
- -
+ - CELESTIAL
+ - HISTORICAL
story:
- name:
- type:
+ name: Beating down the walls (Polished Deepslate)
+ type: HISTORICAL
lore:
- -
- shards:
+ - Protecting for years working to keep
+ - those inside save and sound.
+ shards: [ 0,0,0,1,1,0,1,0,0 ]
POLISHED_DIORITE:
tier: 1
@@ -9145,15 +9755,16 @@ POLISHED_GRANITE_STAIRS:
shards: [ 0,1,0,0,1,0,0,1,1 ]
POPPED_CHORUS_FRUIT:
- tier: 1
+ tier: 2
elements:
- -
+ - VOID
story:
- name:
- type:
+ name: Failure
+ type: VOID
lore:
- -
- shards:
+ - Baking a Chorus Fruit stops the state of
+ flux and disables all quantum connections
+ shards: [ 0,0,1,0,0,0,0,1,0 ]
POPPY:
tier: 1
@@ -9195,16 +9806,19 @@ POTATO:
- With every sprout, leaf and root this
- item gives joy and nourishment to all
shards: [ 0,0,0,0,1,1,1,0,0 ]
+
POTION:
- tier: 1
+ tier: 2
elements:
- -
+ - ALCHEMICAL
story:
- name:
- type:
+ name: A Simple Tonic
+ type: ALCHEMICAL
lore:
- -
- shards:
+ - Before the discovery of Crysta and other
+ - esoteric magics, potions were the only way
+ - to tap into the Exoverse for power.
+ shards: [1,0,2,0,0,0,0,0,0]
POWDER_SNOW_BUCKET:
tier: 2
@@ -9221,59 +9835,76 @@ POWDER_SNOW_BUCKET:
shards: [ 0,1,0,0,2,0,1,1,0 ]
POWERED_RAIL:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: Level Up
+ type: MECHANICAL
lore:
- -
- shards:
+ - When Dr. Minestein accidentally dropped
+ - some redstone on the railroad, he suddenly
+ - discovered the next level in affordable
+ - transportation
+ shards: [ 0,1,0,1,1,0,0,0,0 ]
+ author: Seggan
PRISMARINE:
tier: 1
elements:
- -
+ - ANIMAL
story:
- name:
- type:
+ name: A Guarded Secret
+ type: ANIMAL
lore:
- -
- shards:
+ - Guarded in the depths, these blocks are
+ - not designed to be used by any outside the
+ - temple. All will be reclaimed eventually.
+ shards: [ 1,0,0,1,0,1,0,0,0 ]
PRISMARINE_BRICKS:
tier: 1
elements:
- -
+ - HISTORICAL
+ - HUMAN
+ - ANIMAL
story:
- name:
- type:
+ name: Dirt Hut Upgrade (Prismarine)
+ type: HUMAN
lore:
- -
- shards:
+ - Enough to make near-any house a home,
+ - bricks are the staple to a modern comfort.
+ shards: [ 0,1,0,1,1,1,1,0,0 ]
PRISMARINE_BRICK_SLAB:
tier: 1
elements:
- -
+ - HUMAN
+ - VOID
+ - ANIMAL
story:
- name:
- type:
+ name: A Cut Below (Prismarine Brick)
+ type: HUMAN
lore:
- -
- shards:
+ - Ripped in half and divided from
+ - self. A soul torn asunder
+ shards: [ 1,1,0,0,1,1,0,1,0 ]
PRISMARINE_BRICK_STAIRS:
tier: 1
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
+ - ANIMAL
story:
- name:
- type:
+ name: Rising on up (Prismarine Brick)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Every step is either an incline to
+ - future glory or a possible descent
+ - into further madness...
+ shards: [ 0,1,0,0,1,1,0,1,1 ]
PRISMARINE_CRYSTALS:
tier: 1
@@ -9300,35 +9931,45 @@ PRISMARINE_SHARD:
PRISMARINE_SLAB:
tier: 1
elements:
- -
+ - HUMAN
+ - VOID
+ - ANIMAL
story:
- name:
- type:
+ name: A Cut Below (Prismarine)
+ type: HUMAN
lore:
- -
- shards:
+ - Ripped in half and divided from
+ - self. A soul torn asunder
+ shards: [ 1,1,0,0,1,1,0,1,0 ]
PRISMARINE_STAIRS:
tier: 1
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
+ - ANIMAL
story:
- name:
- type:
+ name: Rising on up (Diorite)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Every step is either an incline to
+ - future glory or a possible descent
+ - into further madness...
+ shards: [ 0,1,0,0,1,1,0,1,1 ]
PRISMARINE_WALL:
tier: 1
elements:
- -
+ - CELESTIAL
+ - HISTORICAL
+ - ANIMAL
story:
- name:
- type:
+ name: Beating down the walls (Prismarine)
+ type: HISTORICAL
lore:
- -
- shards:
+ - Protecting for years working to keep
+ - those inside save and sound.
+ shards: [ 0,0,0,1,1,0,1,0,0 ]
PUFFERFISH:
tier: 1
@@ -9592,59 +10233,75 @@ PURPUR_PILLAR:
shards:
PURPUR_SLAB:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - VOID
+ - CELESTIAL
story:
- name:
- type:
+ name: A Cut Below (Purpur)
+ type: HUMAN
lore:
- -
- shards:
+ - Ripped in half and divided from
+ - self. A soul torn asunder
+ shards: [ 1,1,0,0,1,0,1,1,0 ]
PURPUR_STAIRS:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
+ - CELESTIAL
story:
- name:
- type:
+ name: Rising on up (Purpur)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Every step is either an incline to
+ - future glory or a possible descent
+ - into further madness...
+ shards: [ 0,1,0,0,1,0,1,1,1 ]
QUARTZ:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
+ - HISTORICAL
story:
- name:
- type:
+ name: Refined (Quartz)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - After having all the slag and dregs removed
+ - this item can breathe a heavy sigh of relief.
+ shards: [ 1,1,1,0,0,0,0,0,0 ]
QUARTZ_BLOCK:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
+ - HISTORICAL
story:
- name:
- type:
+ name: Further Refinement (Quartz)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Refined all the way to it's block form, this
+ - block enjoys being combined with it's brethren
+ shards: [ 2,1,0,0,0,0,0,0,0 ]
QUARTZ_BRICKS:
- tier: 1
+ tier: 3
elements:
- -
+ - HISTORICAL
+ - HUMAN
+ - ALCHEMICAL
story:
- name:
- type:
+ name: Dirt Hut Upgrade (Quartz)
+ type: HUMAN
lore:
- -
- shards:
+ - Enough to make near-any house a home,
+ - bricks are the staple to a modern comfort.
+ shards: [ 0,1,1,1,1,0,0,0,0 ]
QUARTZ_PILLAR:
tier: 1
@@ -9658,26 +10315,33 @@ QUARTZ_PILLAR:
shards:
QUARTZ_SLAB:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - VOID
+ - ALCHEMICAL
story:
- name:
- type:
+ name: A Cut Below (Quartz)
+ type: HUMAN
lore:
- -
- shards:
+ - Ripped in half and divided from
+ - self. A soul torn asunder
+ shards: [ 1,1,1,0,1,0,0,1,0 ]
QUARTZ_STAIRS:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
+ - ALCHEMICAL
story:
- name:
- type:
+ name: Rising on up (Quartz)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Every step is either an incline to
+ - future glory or a possible descent
+ - into further madness...
+ shards: [ 0,1,1,0,1,0,0,1,1 ]
RABBIT:
tier: 1
@@ -9747,90 +10411,110 @@ RAIL:
RAW_COPPER:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
+ - ALCHEMICAL
story:
- name:
- type:
+ name: Refined (Raw Copper)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - After having all the slag and dregs removed
+ - this item can breathe a heavy sigh of relief.
+ shards: [ 1,1,1,0,0,0,0,0,0 ]
RAW_COPPER_BLOCK:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
+ - ALCHEMICAL
story:
- name:
- type:
+ name: Further Refinement (Raw Copper)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Refined all the way to it's block form, this
+ - block enjoys being combined with it's brethren
+ shards: [ 2,1,1,0,0,0,0,0,0 ]
RAW_GOLD:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Refined (Raw Gold)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - After having all the slag and dregs removed
+ - this item can breathe a heavy sigh of relief.
+ shards: [ 1,1,1,0,0,0,0,0,1 ]
RAW_GOLD_BLOCK:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Further Refinement (Raw Gold)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Refined all the way to it's block form, this
+ - block enjoys being combined with it's brethren
+ shards: [ 2,1,0,0,0,0,0,0,1 ]
RAW_IRON:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: Refined (Raw Iron)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - After having all the slag and dregs removed
+ - this item can breathe a heavy sigh of relief.
+ shards: [ 1,2,0,0,0,0,0,0,0 ]
RAW_IRON_BLOCK:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: Further Refinement (Raw Iron)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Refined all the way to it's block form, this
+ - block enjoys being combined with it's brethren
+ shards: [ 2,2,0,0,0,0,0,0,0 ]
REDSTONE:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: Refined (Redstone)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - After having all the slag and dregs removed
+ - this item can breathe a heavy sigh of relief.
+ shards: [ 1,2,0,0,0,0,0,0,0 ]
REDSTONE_BLOCK:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: Further Refinement (Redstone)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Refined all the way to it's block form, this
+ - block enjoys being combined with it's brethren
+ shards: [ 2,2,0,0,0,0,0,0,0 ]
REDSTONE_LAMP:
tier: 1
@@ -10010,15 +10694,18 @@ RED_MUSHROOM_BLOCK:
shards: [ 0,0,1,1,0,1,0,0,0 ]
RED_NETHER_BRICKS:
- tier: 1
+ tier: 2
elements:
- -
+ - HISTORICAL
+ - HUMAN
+ - VOID
story:
- name:
- type:
+ name: Dirt Hut Upgrade (Red Nether)
+ type: HUMAN
lore:
- -
- shards:
+ - Enough to make near-any house a home,
+ - bricks are the staple to a modern comfort.
+ shards: [ 0,1,0,1,1,0,0,1,0 ]
RED_NETHER_BRICK_SLAB:
tier: 1
@@ -10474,48 +11161,59 @@ SKELETON_SKULL:
shards:
SKULL_BANNER_PATTERN:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - ALCHEMICAL
story:
- name:
- type:
+ name: Star Spangled (Skull)
+ type: HUMAN
lore:
- -
- shards:
+ - Absorbs magic generated from the pride
+ - of those observing this pattern.
+ shards: [ 0,0,1,1,1,0,0,0,0 ]
SLIME_BALL:
tier: 1
elements:
- -
+ - ANIMAL
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Bouncy
+ type: ANIMAL
lore:
- -
+ - This rare material is prized for
+ - its value as a toy
shards:
+ author: Seggan
SLIME_BLOCK:
tier: 1
elements:
- -
+ - ANIMAL
+ - ALCHEMICAL
story:
- name:
- type:
- lore:
- -
- shards:
+ name: A Sticky Situation (Slime)
+ type: ALCHEMICAL
+ lore:
+ - Desparate to not be alone, this block
+ - will cling to anything it can and will
+ - not let go.
+ shards: [ 0,0,1,0,0,1,0,0,0 ]
SMALL_AMETHYST_BUD:
tier: 1
elements:
- -
+ - VOID
+ - ELEMENTAL
story:
- name:
- type:
+ name: Devoid of magic (Small)
+ type: VOID
lore:
- -
- shards:
+ - Amethyst buds are crystal deposits that couldn't
+ - harness enough Crysta to form correctly. While
+ - useful, they serve little purpose magically.
+ shards: [ 1,0,0,0,0,0,0,1,0 ]
SMALL_DRIPLEAF:
tier: 1
@@ -10529,15 +11227,19 @@ SMALL_DRIPLEAF:
shards:
SMITHING_TABLE:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - MECHANICAL
story:
- name:
- type:
+ name: Gilded
+ type: HUMAN
lore:
- -
- shards:
+ - Somehow, the magic of this table manages
+ - to bend and form the hardest known material
+ - around your favorite diamond tools
+ shards: [ 0,1,0,0,2,0,0,0,0 ]
+ author: Seggan
SMOKER:
tier: 2
@@ -10577,26 +11279,33 @@ SMOOTH_QUARTZ:
shards:
SMOOTH_QUARTZ_SLAB:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - VOID
+ - ALCHEMICAL
story:
- name:
- type:
+ name: A Cut Below (Smooth Quartz)
+ type: HUMAN
lore:
- -
- shards:
+ - Ripped in half and divided from
+ - self. A soul torn asunder
+ shards: [ 1,1,1,0,1,0,0,1,0 ]
SMOOTH_QUARTZ_STAIRS:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
+ - ALCHEMICAL
story:
- name:
- type:
+ name: Rising on up (Smooth Quartz)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Every step is either an incline to
+ - future glory or a possible descent
+ - into further madness...
+ shards: [ 0,1,1,0,1,0,0,1,1 ]
SMOOTH_RED_SANDSTONE:
tier: 1
@@ -10704,13 +11413,18 @@ SMOOTH_STONE_SLAB:
SNOW:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - CELESTIAL
story:
- name:
- type:
+ name: Crystallized
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Made from the Crystamae in
+ - the air, this wonderful material
+ - is only found in the coldest
+ - of locations
+ shards: [ 1,0,0,0,0,0,1,0,0 ]
+ author: Seggan
SNOWBALL:
tier: 1
@@ -10807,15 +11521,19 @@ SPAWNER:
shards:
SPECTRAL_ARROW:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - CELESTIAL
story:
- name:
- type:
+ name: Sparkling
+ type: HUMAN
lore:
- -
- shards:
+ - Covered with precious glowstone
+ - dust, this magical arrow is hepful
+ - for spotting your enemies
+ shards: [ 1,0,0,0,1,0,1,0,0 ]
+ author: Seggan
SPIDER_EYE:
tier: 1
@@ -11013,7 +11731,7 @@ SPRUCE_SLAB:
elements:
- HUMAN
story:
- name: A cut below (Spruce)
+ name: A Cut Below (Spruce)
type: HUMAN
lore:
- Ripped in half and divided from
@@ -11122,26 +11840,31 @@ STONECUTTER:
shards:
STONE_AXE:
- tier: 1
+ tier: 4
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Axe-cident waiting to happen! (Stone)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Every person fears the day that they finally
+ - accidentally right click on a log in their
+ - base!
+ shards: [ 1,0,0,0,1,0,1,0,1 ]
STONE_BRICKS:
- tier: 1
+ tier: 2
elements:
- -
+ - HISTORICAL
+ - HUMAN
story:
- name:
- type:
+ name: Dirt Hut Upgrade (Stone)
+ type: HUMAN
lore:
- -
- shards:
+ - Enough to make near-any house a home,
+ - bricks are the staple to a modern comfort.
+ shards: [ 0,1,0,1,1,0,1,0,0 ]
STONE_BRICK_SLAB:
tier: 1
@@ -11197,26 +11920,32 @@ STONE_BUTTON:
shards: [ 1,1,0,0,2,0,0,0,0 ]
STONE_HOE:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - MECHANICAL
story:
- name:
- type:
+ name: Till until (Stone)
+ type: MECHANICAL
lore:
- -
- shards:
+ - Other farmers may have moved to more mechanical
+ - means, the trusty hoe is still the number one
+ - go-to.
+ shards: [ 1,1,0,0,1,0,1,0,0 ]
STONE_PICKAXE:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - ELEMENTAL
story:
- name:
- type:
+ name: P-p-p-pick up a pickaxe (Stone)
+ type: CELESTIAL
lore:
- -
- shards:
+ - Arguably the most important tool to any
+ - minecrafters arsenal, the pickaxe radiates
+ - a joy with every block broken.
+ shards: [ 0,0,0,1,2,0,1,0,0 ]
STONE_PRESSURE_PLATE:
tier: 1
@@ -11233,15 +11962,18 @@ STONE_PRESSURE_PLATE:
shards: [ 1,1,0,0,1,0,0,1,0 ]
STONE_SHOVEL:
- tier: 1
+ tier: 4
elements:
- -
+ - HUMAN
+ - ELEMENTAL
story:
- name:
- type:
+ name: Can you dig it? (Stone)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - The invention of the shovel was a pivotal
+ - to the furtherment of mankind, it was
+ - practically ground breaking!
+ shards: [ 1,1,0,0,1,0,0,0,0 ]
STONE_SLAB:
tier: 1
@@ -11272,15 +12004,18 @@ STONE_STAIRS:
shards: [ 0,1,0,0,1,0,0,1,1 ]
STONE_SWORD:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - VOID
story:
- name:
- type:
+ name: Time to Strike (Stone)
+ type: VOID
lore:
- -
- shards:
+ - Finally armed, the wielder can choose
+ - to use a sword defensively or aggressively
+ - either way the sword fulfills its purpose
+ shards: [ 0,0,0,1,1,0,0,1,1 ]
STRING:
tier: 1
@@ -11569,24 +12304,28 @@ SWEET_BERRIES:
TALL_GRASS:
tier: 1
elements:
- -
+ - ELEMENTAL
story:
- name:
- type:
+ name: Barrier
+ type: ELEMENTAL
lore:
- -
- shards:
+ - What could be more annoying
+ - than tall grass?
+ shards: [ 1,0,0,0,0,0,0,1,0 ]
+ author: Seggan
TARGET:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - MECHANICAL
story:
- name:
- type:
+ name: Robin Hood
+ type: HUMAN
lore:
- -
- shards:
+ - Are you better than Robin Hood?
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
+ author: Seggan
TERRACOTTA:
tier: 1
@@ -11603,15 +12342,19 @@ TERRACOTTA:
shards: [ 1,0,0,0,2,0,0,0,1 ]
TINTED_GLASS:
- tier: 1
+ tier: 2
elements:
- -
+ - HUMAN
+ - VOID
story:
- name:
- type:
+ name: Darkness
+ type: VOID
lore:
- -
- shards:
+ - Corrupted with impure Crystamae,
+ - this glass is forever destined
+ - to fail its purpose
+ shards: [ 1,0,0,0,1,0,0,2,0 ]
+ author: Seggan
TIPPED_ARROW:
tier: 1
@@ -11638,15 +12381,18 @@ TNT:
author: Seggan
TNT_MINECART:
- tier: 1
+ tier: 3
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
+ name: A Rolling Minecart... (TNT)
type:
lore:
- -
- shards:
+ - ...Gathers No Moss. The singular largest
+ - leap in minecraft tech, the minecart has
+ - more uses than one may think.
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
TORCH:
tier: 1
@@ -11697,13 +12443,17 @@ TRIDENT:
TRIPWIRE_HOOK:
tier: 1
elements:
- -
+ - HUMAN
+ - MECHANICAL
story:
- name:
- type:
+ name: Tripping up
+ type: MECHANCIAL
lore:
- -
- shards:
+ - When Dr. Minestein invented the tripwire
+ - hook, he tripped, and out came the idea
+ - of quantum minechanics
+ shards: [ 0,1,0,0,1,0,0,0,1 ]
+ author: Seggan
TROPICAL_FISH:
tier: 1
@@ -11807,7 +12557,7 @@ TURTLE_HELMET:
- A magicians most important tool is their own
- mind, any steps taken to protect that tool
- are vital and wise.
- shards: [0,0,0,1,1,0,0,1,0]
+ shards: [ 0,0,0,1,1,0,0,1,0 ]
TWISTING_VINES:
tier: 1
@@ -11889,15 +12639,18 @@ WARPED_FENCE_GATE:
author: J. R. R. Tolkien
WARPED_FUNGUS:
- tier: 1
+ tier: 2
elements:
- -
+ - ANIMAL
+ - VOID
story:
- name:
- type:
+ name: Fungal Frugility (Red)
+ type: ANIMAL
lore:
- -
- shards:
+ - While slow, it's strength lies in it's
+ - simplicity and ability to thrive almost
+ - anywhere.
+ shards: [ 0,0,1,1,0,1,0,1,0 ]
WARPED_FUNGUS_ON_A_STICK:
tier: 2
@@ -11909,29 +12662,36 @@ WARPED_FUNGUS_ON_A_STICK:
lore:
- Slowly draws magical power from the creatures
- that this item attracts.
- shards: [0,0,0,0,1,1,0,0,1]
+ shards: [ 0,0,0,0,1,1,0,0,1 ]
WARPED_HYPHAE:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - HISTORICAL
+ - VOID
story:
- name:
- type:
+ name: Punching Trees Gives Me... Huh? (Warped)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Every adventure begins with a good fungus
+ - punch
+ shards: [ 2,0,0,1,1,0,0,1,0 ]
WARPED_NYLIUM:
tier: 1
elements:
- -
+ - ELEMENTAL
+ - ANIMAL
story:
- name:
- type:
+ name: Not Quite Netherrack (Warped)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - While normally desolate and barren, it
+ - gives a feeling of great purpose for
+ - Netherrack to be able to be a home to any
+ - form of life.
+ shards: [ 1,0,1,0,0,1,0,0,0 ]
WARPED_PLANKS:
tier: 1
@@ -11963,13 +12723,15 @@ WARPED_PRESSURE_PLATE:
WARPED_ROOTS:
tier: 1
elements:
- -
+ - ANIMAL
+ - VOID
story:
- name:
- type:
+ name: Determination (Warped)
+ type: ANIMAL
lore:
- -
- shards:
+ - Anything growning in a place like the nether
+ - should be commended for it's determination.
+ shards: [ 1,0,0,0,0,1,0,1,0 ]
WARPED_SIGN:
tier: 1
@@ -11991,7 +12753,7 @@ WARPED_SLAB:
- HUMAN
- VOID
story:
- name: A cut below
+ name: A Cut Below (Warped)
type: HUMAN
lore:
- Ripped in half and divided from
@@ -12013,15 +12775,18 @@ WARPED_STAIRS:
shards: [ 0,1,0,0,1,0,1,1,1 ]
WARPED_STEM:
- tier: 1
+ tier: 2
elements:
- -
+ - ELEMENTAL
+ - HISTORICAL
+ - VOID
story:
- name:
- type:
+ name: Punching Trees Gives Me... Huh? (Warped Stem)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Every adventure begins with a good fungus
+ - punch
+ shards: [ 2,0,0,1,1,0,0,1,0 ]
WARPED_TRAPDOOR:
tier: 1
@@ -12062,169 +12827,199 @@ WATER_BUCKET:
shards: [ 1,1,0,0,2,0,0,1,0 ]
WAXED_COPPER_BLOCK:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: Further Refinement (Waxed Copper)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Refined all the way to it's block form, this
+ - block enjoys being combined with it's brethren
+ shards: [ 2,1,0,0,0,0,0,0,0 ]
WAXED_CUT_COPPER:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Waxed Copper)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
WAXED_CUT_COPPER_SLAB:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Waxed Copper Slab)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
WAXED_CUT_COPPER_STAIRS:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Waxed Copper Stairs)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
WAXED_EXPOSED_COPPER:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: Further Refinement (Waxed Exposed Copper)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Refined all the way to it's block form, this
+ - block enjoys being combined with it's brethren
+ shards: [ 2,1,0,0,0,0,0,0,0 ]
WAXED_EXPOSED_CUT_COPPER:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Waxed Exposed Copper)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
WAXED_EXPOSED_CUT_COPPER_SLAB:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Waxed Exposed Copper Slab)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
WAXED_EXPOSED_CUT_COPPER_STAIRS:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Waxed Exposed Copper Stairs)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
WAXED_OXIDIZED_COPPER:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: Further Refinement (Waxed Oxidised Copper)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Refined all the way to it's block form, this
+ - block enjoys being combined with it's brethren
+ shards: [ 2,1,0,0,0,0,0,0,0 ]
WAXED_OXIDIZED_CUT_COPPER:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Waxed Oxidised Copper)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
WAXED_OXIDIZED_CUT_COPPER_SLAB:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Waxed Oxidised Copper Slab)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
WAXED_OXIDIZED_CUT_COPPER_STAIRS:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Waxed Oxidised Copper Stairs)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
WAXED_WEATHERED_COPPER:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - MECHANICAL
story:
- name:
- type:
+ name: Further Refinement (Waxed Weathered Copper)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - Refined all the way to it's block form, this
+ - block enjoys being combined with it's brethren
+ shards: [ 2,1,0,0,0,0,0,0,0 ]
WAXED_WEATHERED_CUT_COPPER:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Waxed Weathered Copper)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
WAXED_WEATHERED_CUT_COPPER_SLAB:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Waxed Weathered Copper Slab)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
WAXED_WEATHERED_CUT_COPPER_STAIRS:
tier: 1
@@ -12240,48 +13035,58 @@ WAXED_WEATHERED_CUT_COPPER_STAIRS:
author: Seggan
WEATHERED_COPPER:
- tier: 1
+ tier: 3
elements:
- -
+ - ELEMENTAL
+ - HUMAN
story:
- name:
- type:
+ name: Rusted to perfection
+ type: ELEMENTAL
lore:
- -
- shards:
+ - The most beautiful form of copper, this
+ - block has gone through many trials to reach
+ - this level of perfection
+ shards: [ 2,1,0,0,1,0,0,0,0 ]
+ author: Seggan
WEATHERED_CUT_COPPER:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Weathered Copper)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
WEATHERED_CUT_COPPER_SLAB:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Weathered Copper Slab)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
WEATHERED_CUT_COPPER_STAIRS:
- tier: 1
+ tier: 2
elements:
- -
+ - MECHANICAL
+ - HUMAN
story:
- name:
- type:
+ name: A Cut Above (Weathered Copper Stairs)
+ type: Mechanical
lore:
- -
- shards:
+ - This block never complains, despite the
+ - pain gone through for this visual perfection
+ shards: [ 0,2,0,0,1,0,0,0,0 ]
WEEPING_VINES:
tier: 1
@@ -12528,70 +13333,89 @@ WITHER_ROSE:
shards: [ 1,0,0,0,0,1,0,0,0 ]
WITHER_SKELETON_SKULL:
- tier: 1
+ tier: 3
elements:
- -
+ - VOID
+ - ANIMAL
story:
- name:
- type:
+ name: Spooky scary skele...
+ type: VOID
lore:
- -
- shards:
+ - Unfortunately, I cannot use the
+ - full title due to advancement
+ - copyright laws
+ shards: [ 0,0,0,1,0,1,0,2,0 ]
+ author: Seggan
WOODEN_AXE:
- tier: 1
+ tier: 4
elements:
- -
+ - HUMAN
+ - PHILOSOPHICAL
story:
- name:
- type:
+ name: Axe-cident waiting to happen! (Wood)
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Every person fears the day when they
+ - accidentally right click on a log in their
+ - base!
+ shards: [ 1,0,0,0,1,0,1,0,1 ]
WOODEN_HOE:
tier: 1
elements:
- -
+ - HUMAN
+ - MECHANICAL
story:
- name:
- type:
+ name: Till until (Wood)
+ type: MECHANICAL
lore:
- -
- shards:
+ - Other farmers may have moved to more mechanical
+ - means, the trusty hoe is still the number one
+ - go-to.
+ shards: [ 1,1,0,0,1,0,1,0,0 ]
WOODEN_PICKAXE:
tier: 1
elements:
- -
+ - HUMAN
+ - ELEMENTAL
story:
- name:
- type:
+ name: P-p-p-pick up a pickaxe (Wood)
+ type: CELESTIAL
lore:
- -
- shards:
+ - Arguably the most important tool to any
+ - minecrafters arsenal, the pickaxe radiates
+ - a joy with every block broken.
+ shards: [ 0,0,0,1,2,0,1,0,0 ]
WOODEN_SHOVEL:
- tier: 1
+ tier: 4
elements:
- -
+ - HUMAN
+ - ELEMENTAL
story:
- name:
- type:
+ name: Can you dig it? (Wood)
+ type: ELEMENTAL
lore:
- -
- shards:
+ - The invention of the shovel was a pivotal
+ - to the furtherment of mankind, it was
+ - practically ground breaking!
+ shards: [ 1,1,0,0,1,0,0,0,0 ]
WOODEN_SWORD:
tier: 1
elements:
- -
+ - HUMAN
+ - VOID
story:
- name:
- type:
+ name: Time to Strike (Wood)
+ type: VOID
lore:
- -
- shards:
+ - Finally armed, the wielder can choose
+ - to use a sword defensively or aggressively.
+ - Either way, the sword fulfills its purpose
+ shards: [ 0,0,0,1,1,0,0,1,1 ]
WRITABLE_BOOK:
tier: 1
@@ -12607,13 +13431,16 @@ WRITABLE_BOOK:
WRITTEN_BOOK:
tier: 1
elements:
- -
+ - PHILOSOPHICAL
+ - HUMAN
story:
- name:
- type:
+ name: The Press
+ type: PHILOSOPHICAL
lore:
- -
- shards:
+ - Oh the day when humans invented
+ - writing!
+ shards: [ 0,0,0,1,1,0,0,0,1 ]
+ author: Seggan
YELLOW_BANNER:
tier: 2
@@ -12784,12 +13611,15 @@ YELLOW_WOOL:
author: OOOOMAGAAA
ZOMBIE_HEAD:
- tier: 1
+ tier: 2
elements:
- -
+ - VOID
story:
- name:
- type:
+ name: Decapitation (Zombie)
+ type: VOID
lore:
- -
- shards:
+ - While a despicable practice, some magics
+ - can only be harnessed through recent
+ - decapitations. Luckily no Crysta is wholy
+ - dependent on this.
+ shards: [ 0,1,0,0,1,0,0,1,0 ]
diff --git a/src/main/resources/plugin.yml b/src/main/resources/plugin.yml
index 1dac8f62..54a6d256 100644
--- a/src/main/resources/plugin.yml
+++ b/src/main/resources/plugin.yml
@@ -1,12 +1,16 @@
name: CrystamaeHistoria
author: Sefiraat
-description: A magical addon with a Technical vibe allowing for automatic procudction of most things and adding cool new TOOLS!
+description: A magical addon with a semi-technical slimefun feel allowing for the production of spells, gadgets and more.
main: io.github.sefiraat.crystamaehistoria.CrystamaeHistoria
website: https://github.com/Sefiraat/CrystamaeHistoria
version: ${project.version}
api-version: 1.17
depend:
- Slimefun
+softdepend:
+ - mcMMO
+ - SlimeTinker
+ - ExoticGarden
commands:
crystamaehistoria:
description: /historia