File Details
AllomancyMod-0.1.0.jar
- R
- Apr 24, 2026
- 59.31 KB
- 32
- Early Access
File Name
AllomancyMod-0.1.0.jar
Supported Versions
- Early Access
### Milestone 1 — Pewter Vial (POC)
- Item `AllomancyMod_Vial_Peltre.json` — reuses vanilla Potion model, orange tint
- Status effect `AllomancyMod_Effect_Peltre.json` — speed ×1.5, knockback ×1.25, 30 s, gold tint + particles
- `PlayerReadyEvent` handler delivers 3 Pewter Vials on connect (testing aid)
- Localization files created: `Server/Languages/en-US/allomancymod.lang` and `es-ES/allomancymod.lang` with item names and descriptions for all vials and the Iron Spike
### Milestone 2 — Tin (enhanced senses)
- Item `AllomancyMod_Vial_Estano.json`
- Status effect `AllomancyMod_Effect_Estano.json`
- Weather `AllomancyMod_Weather_Mistborn.json` — dark amber sky, thick ash-brown fog, red sun, slow clouds; applied to all players on connect as the world's default atmosphere
- Weather `AllomancyMod_Weather_Tin.json` — bright bloom, reduced fog density; applied while Tin is burning
- `PostFX` constants `POSTFX_MISTBORN` / `POSTFX_TIN` sent via `UpdatePostFxSettings` on effect activate/expire
- `TinEffectTickSystem` (ECS `EntityTickingSystem`) polls `EffectControllerComponent` every second — triggers weather and PostFX transitions without active events
### Milestone 3 — Iron & Steel (magnetic push/pull)
- Item `AllomancyMod_Vial_HierroAcero.json`
- Status effect `AllomancyMod_Effect_HierroAcero.json`
- Item `AllomancyMod_Linea_Hierro.json` — Iron Spike; left-click = Steel Push, right-click = Iron Pull
- Custom interaction type `AllomancyMod_HierroInteraction` registered via `getCodecRegistry(Interaction.CODEC)`
- `AllomancyLinieraHierroInteraction.java` — resolves target block from `InteractionContext`, delegates to `AllomancyPlugin.applyMetalForceFromInteraction()`
- Force physics: $F = A \cdot m_p \cdot m_b / r^2$ (constants: A=0.8, m_player=80, m_block=200, radius=8)
- Target selection: prefers block under cursor; falls back to best dot-product scan within `METAL_RADIUS=8` blocks
- Continuous rope-style acceleration at 20 Hz via `ROPE_ACCEL=50 m/s²`, capped at `ROPE_MAX_SPEED=12 m/s`; force stops if player is within `ROPE_MIN_DIST=2` blocks of the target
- Metal detection visual: nearby `Metal_Iron` blocks replaced client-side via `ServerSetBlock` with `AllomancyMod_Metal_Iron_Glow` (transparent, blue point light radius 8) — world state unchanged
- Metal line particles: `SpawnParticleSystem` draws blue `AllomancyMod_MetalLine` dots from eye level to each Metal_Iron block in range, refreshed every poll tick
- `AllomancyMod_Metal_Iron_Glow` block definition (transparent variant of Metal_Iron with `Light: {Color: #2255ff, Radius: 8}`)
- Player state maps (`playerRefsByUuid`, `storeByUuid`, `entityRefsByUuid`, `worldByUuid`, `refToUuid`) for cross-system access; cleaned up on `PlayerDisconnectEvent`
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