Magic and Machines

Adds Magic, Adds Machines, Adds Rotation, Adds Contraptions, Adds Physics, Adds more.

File Details

MagicAndMachines.jar

  • R
  • Jun 6, 2026
  • 19.40 MB
  • 518
  • 0.5

File Name

MagicAndMachines.jar

Supported Versions

  • 0.5

Just bug fixes and cleaning up house really

fixed many issues introduced with the client changes in update 5 (eg. rotation animations were broken, a lot of held textures were mangled, irregular entity grouping would disappear when you couldn't see the center and more)

Made it so magic casts consume based on what they do only, before each token had a cost and spells cost was predetermined unless you used 'cast another spell'. Now however spells only cost based on actual main token effects, so like if you use Raycast Destroy Block but you don't hit a block then you don't get charged, but if you were to hit a block you would get charged, if you used an aoe modified to make it affect 9 blocks you'd pay the destroy block cost 9 times over. This is to make it so spells that utilize the logic system instead of just standard aoe modifiers can still be viable and it's also less confusing in my opinion.

 

Some other small magic related things like making spell turrets support 'raycast' and some cast related stuff

added a new blood signal option to the 'Set' token

added a blood transmit token

added a conjure physics object token

added a place physics object token

added the option to do 'Self Visual' to change your player model (do self interfere to reset it to normal), this does work with spell turrets to change the block they look like as well.

made it so arcane circles now have a lot more options to look cooler

made it so casting visual animations using left/right hand motions can be chained in ways other than matching and also made it runtime generated so this would be possible

made it so the slimeball now has some options like rotating the attached thing, detatching when speed is over a certain point (to allow for easy slingshots and such), disconnecting easier, etc.

made it so vehicle contraptions can hold air pockets when in water, air is obviously lighter than water so it makes them more buoyant and such.

added entity (non player) carry logic to physics objects

 

the last unresolved issue regarding the client changes in update 5 where jumping on a vehicle while it's moving has the player carry logic freaking out still persists sadly (introduced with update 5 and I don't see a solution for it until they change the client, whether that's exposing more options to modders or something else), I'll keep working on it and some other polishing and such.