File Details
MagicAndMachines.jar
- R
- May 19, 2026
- 20.08 MB
- 39
- Early Access
File Name
MagicAndMachines.jar
Supported Versions
- Early Access
Added /pspawn which lets you spawn physics objects
Added /pclear which lets you clear all physics objects
Added /psplit which lets you split a physics object at a position into as many physics objects as it has blocks
Added optimizations for physics stuff
Migrated Physics Bearings to the native rapier path (which means they are better)
Better telekinesis control (can now do all 6 degrees of rotation and have the option for a position lock)
Updated treads so they can be multiple blocks tall and different visuals
Made rope visual connection a little better
Added 'Ship in a Bottle' item which lets you store vehicles in a bottle. You can import/export these through the /pimport and /pexport commands respectively (all the new commands in this update require OP), you can place things out of the bottle as well of course.
With the addition of the ship in a bottle i've locked the teleport functionality of the telekinesis wand behind creative mode.
Added some light air pressure
Some stability fixes
Made a lot of vanilla things operate a lot better on vehicles (eg. torches, lamps, beds, teleporters, chests, etc)
There are new options in the /mnm command menu for optional optimizations:
1. Tick N+1 physics, this roughly cuts the time it takes for physics stuff in half (aka half the TPS burden), uses another thread, doesn't usually cause problems but it can in certain cases so it's defaulted to off.
2. Quality/Fast/Super Fast options for physics, this is just less fidelity for more speed, defaults to 'Quality' since even Quality is fairly optimized.
3. Irregular Entity Grouping, this uses runtime asset generation to group a lot of blockentities into fewer blockentities, this can be annoying since there is a notification and reloading however it can drastically increase your fps in stressful cases. This defaults to on.
4. Wait for Irregular Entity Grouping, this basically just makes it so the contraption won't be constructed untill all the asset loading is done, helpful in really really large cases if you don't want to have like 5 fps for 10 seconds. This defaults to off.

