File Details
MagicAndMachines.jar
- R
- Feb 20, 2026
- 11.14 MB
- 577
- Early Access
File Name
MagicAndMachines.jar
Supported Versions
- Early Access
Better Block Invisibility (previously spoofing air only, now it starts by spoofing air and when virtual items of each block in the contraption with an invisible asset and no collision are done being cooked (usually takes 1-2s) it will smoothly transition from the spoofed air to the spoofed virtual blocks), tldr this makes it so you can interact with objects while a contraption is in motion, you can break blocks of a contraption (not a mechanical bearing one) while in motion (not recommended, but free will), you can place blocks on a contraption (not a mechanical bearing one), you can open a chest while a contraption (non mechanical bearing) is in motion, and pretty much just anything you can normally do with blocks.
Set a limit on a given rpm networks to double the largest source, so you can’t abuse large cogwheels
Doubled the default rpm and max rpm limit to 512 (configurable in /mnm)
Made the player looking optimization check a toggle in /mnm and disabled it by default
Added a control in /mnm for max mana given by glyphs + magic armor and the same thing for mana regeneration
Made repeat token costs (for spells) variable so that they line up with the cost of what it would be as if the repeat token weren’t there (eg. Raycast repeat marker harm repeat partial from player would use ‘harm’ for the cost)
When harm is used with split it’s damage will be divided by the number of projectiles shot
‘From Player’ glyph banned when using the split glyph (you can still repeat, just only from the resolve point)
Default Harm Damage moved from 5 to 2, this is configurable in /mnm
Harm Amplify scaling now scales with the harm damage set in /mnm
Added a control for knockback block damage in /mnm and set the default to 3 (this used to be 30, but after some playtesting on 30 damage you could get spells that did ~2000 damage for ~200 cost with knockback blocks, hence the damage reduction)
Made it so beam cannot use conjure mageblock (idk why anyone would want to use it, but this was also for more knockback block damage balancing)
Better aim for raycast knockback and similar spells when the player is within 2 blocks of the resolved block
Flatten glyph now works directionally as opposed to just y
Fixed clutch not visually stopping while powered (no mechanical issue here, just visual)
Fixed a few rpm generator visual fixes with shaft placement
Added some crash/deload protection for mechanical bearing contraptions and visual entities for piston/pulley/gantry contraptions
Changed mechanical bearing contraption snapping occupancy to also work with non solid blocks
Gave mechanical bearing contraptions hard collision, making it so you cannot place blocks inside them and will run into them as the player, this doesn’t change how they interacted with other placed blocks.
Fixed gearbox visual issues
Bumped server version in the manifest (they removed the silly warning pop up, but there's still the annoying red text so whenever I update I'll bump the server version manifest, but I won't update the mod for every single tiny server update to stop the red text if it breaks nothing)

