File Details
MagicAndMachines.jar
- R
- May 26, 2026
- 20.54 MB
- 170
- Early Access
File Name
MagicAndMachines.jar
Supported Versions
- Early Access
Magic:
There is now a 'Camera' token, this lets you change the camera position. This is also very ideal to use with vehicle contraptions.
There is now a 'Reference' token, you can set a reference through the 'Set' token and then you can reference that instead of a standard prefix. This lets you use less variable confusion to do certain spells, but it also enables entirely new things like changing a projectiles visuals mid flight or changing a projectiles speed or size or gravity mid flight or deleting it entirely mid flight etc.
New Size token which lets you change either your own size or a vehicle contraptions size from 1% to 200% of the normal size (20 dampen to 20 amplify)
New gravity token which lets you change either your own gravity or a vehicle contraptions gravity.
Speed token now goes from 1% to 200% with 20 dampen/amplify to match size, since size on it's own does not change your speed.
New 'Vehicles Only' target option
Pull/Knockback work with vehicle contraptions
Freeze works on vehicle contraptions
Intangible works on vehicle contraptions
Interact works on vehicle contraptions
Grow works on vehicle contraptions
Water/Lava tokens work on vehicle contraptions
Evaporate tokens work on vehicle contraptions
Destroy block token works on vehicle contraptions.
A new 'Laser' raycast visual option
Rotation Related:
Removed the Steam Engine and replaced it with a few steam multiblock blocks, this steam multiblock requires water and lava to be input through an input valve and then you can consume that fuel to create steam which can go through the output valve to a steam turbine which generates RPM, you can control how much rpm is output from the steam multiblock ranging from -512 to 512 and the absolute value of the rpm you set determines how much fuel it will consume.
Physics Related:
Added the 'Gimbal Sensor' which outputs a blood signal strength on it's 4 output sides depending on how it is oriented in space.
Added a Gryoscopic Flywheel which allows for some stabilization and some hovering power.
Carry logic has been entirely reworked and is now significantly more reliable for keeping someone on a moving contraption, this uses the camera to sink movement to entirely remove client prediction. Sadly due to this we cannot support the native third person camera while the carry logic is active, so if you want to do anything other than first person you'll have to use the 'Camera' magic token, our recommendation is to in general use this camera magic token instead of first person as well since it uses lerping instead of teleportation which will make the camera look more smooth (if you don't do this and use any FPS other than one that matches your TPS then riding a vehicle can look very jittery).
Ship in a bottle now also includes docking connector soft connections (previously docking connector linked contraptions were not included as a design choice but I'm going back on it).
Added a 'Semi Hard Connection' setting to the docking connector which makes it act as if they were locked together instead of the normal soft connection, this does not actually combine them but it does lock them in place until you stop providing a blood mana signal to one.
Made walking through a 1 block gap on a vehicle possible.
Made the 'Interactor' work on vehicles.
Fixed many blocks that were being flipped rotation wise when converted to physics objects.
Better aiming for the placement proxy
Fixed the double placement in the placement proxy (where you would place a block and it would place in the real world and on the vehicle, this only happened with custom placement paths like rpm generators for example but now it shouldn't happen with anything).
Fixed things like plants and rubble crashing the game when converted into physics objects.
Fluids now work on vehicle contraptions.
Crops and trees can now grow on vehicle contraptions.
Hoes and Seed Bags work on vehicle contraptions.
Some more optimizations for single block physics objects when using the 'Ultra Fast' setting.
Misc:
Lightning visuals have been reworked (affects some spell visual options and the telekinesis wand)
The Chisel (which was previously creative only) is now craftable and more complete, here is what it does:
You can left click to take out chunks (there are 16x16x16 chunks per block) of a block, this is only intended to work with cube blocks but I've not hard disabled it on other blocks incase mods add things that are very cube-like but not using the 1:1 cube blockymodel.
You can right click to replace chunks
You can press R to mass remove chunks (from 1 point to another)
You can press F to mass restore chunks
You can press Q to undo your last chisel action
You can press E to redo your last chisel action
You can press R while holding crouch to rotate the chiseled block
You can press Right Click while holding crouch to change the block to one of the presets. These presets are functional (eg. if you set it to 'Door' then it will operate as a door with the texture of the block you chose).
When you break a chiseled block it will drop the chiseled version of the block, which you can then place inside of other chiseled blocks if there is enough room.
On these mixed chiseled blocks you can press left click while holding crouch to take out one of the parts of the mixed chiseled block, you can press E while holding crouch to move a subsection of the mixed chiseled block 1 pixel towards you, and you can press F while holding crouch to rotate a subsection of the mixed chiseled block.
These chiseled blocks do work properly with physics collisions and also have built in proper player collisions down to the chunk (so if you reduce your size you can even walk through them if you make a hole in them).
These chiseled blocks do work with the ship in a bottle meaning you can convert them into a vehicle contraption and pick them up with the ship in a bottle and use /pexport if you want to share a chisel with others.