File Details
MythboundMagic-0.6.0.jar
- R
- Feb 21, 2026
- 1.33 MB
- 2.4K
- Early Access
File Name
MythboundMagic-0.6.0.jar
Supported Versions
- Early Access
- Updated to 2026.02.19-1a311a592.
- Numerous fixes for my raycast logic. This should lead to a more refined target. This will touch on multiple aspect of this mod. First systems to really benefit are the blink/warp spells and rituals. Details listed below.
- Made major improvements to my raycast logic. Math indeed sucks.
- Raycasts will not be null anymore if outside of the world bounds (<0 or >320) I still may need to calculate raycasts outside of these bounds for spell effects.
- Created a more stable version of player position that can be manipulated.
- Account for scale better to backtrack along a raycast.
- Gets true player head rotation and accounts for negative vectors when looking around.
- Made major improvements to teleportation logic after the raycast math was fixed.
- Put in numerous safe guards to avoid teleporting into ceilings or floors.
- Teleports will restrict the destination space to snap to block centers.
- Player head should always fit in a space now, even in 2 block tall holes.
- Added more logic to account for a raycast hitting the underside of a block.
- When teleporting into a block as a failsafe, you should land on top of the block in question.
- Blink spell now can better calculate block space to see if a player can teleport into an area.
- Added a new system, the Ritual system! This allows mages to draw magic rune patterns using 'Magic Chalk' to trigger magical effects!
- Added a new item, Magic Chalk! This is the main item used in rituals. To perform a ritual, [Crouch] + [Right-click] to cycle through the 'Magic Rune' (used to draw the ritual pattern) and available 'Sigils' (the center point and main part of the ritual). Place the chosen 'Sigil' and required blocks down, then throw the required reagents towards the center of the ritual. Cast 'Transmutation' on the sigil to complete the ritual.
- You can press 'F' on a sigil to see the missing block that ritual requires. When all blocks are placed, 'F' will tell you the reagents required. This item is made in the 'Thaumic Workbench'.
- Added a new spell, Transmutation! This is now the default spell cast when holding left click while using any wand from my mod. This is currently only the trigger for completing rituals and have no casting particles yet. This spell will be a spell used to do many things later on such as direct conversions of objects into other object and activating magical effects. Cost 10mp per use.
- Changed how wands cast spells. The primary interaction (left-click) will cast 'Transmutation I'. The secondary interaction (right-click) will cast the specific spell from the grimoire it was made out of.
- Added a new block, the Sigil of Ascension I! This is the first ritual sigil available through magic chalk. This grants the caster a mana buff for 30 minutes. This is the entry spell to allow aspiring mages to actually cast spells without mage armor. A must have for the new and experienced mage.
- Added a new spell, Warp! This is a very long ranged version of Blink. A lot of fun to use!
- Added a new spell, Dispel! This spell removes a debuff from the target. If no target is selected, the caster is targeted.
- Rebalanced all spell MP costs to account for the meditation buff from the meditation altar and the ritual buff from the Ritual of Ascension.
- Expanded the localized info for all wands and grimoires. It now has the spell descriptions and mana costs.
- Mana adding buffs now correctly reset when the buff expires.
- The Meditation bonus effect from sitting on the Meditation altar last 15m now (up from 10m).
- Circle of Healing I now heals for 40hp, up from 10hp.
- Heal I now heals for 50hp, up from 10hp.
- Rejuvenation I now heals for 4hp a tick, down from 5hp.
- Think Shrink and Grow spells work properly now! Used a combo of buff tracking and a custom component. Will want to switch all spell buffs and probably debuffs over to be purely component based.
- Magic Runes can no longer be placed in the air!
- Casting spells will now lower the durability of wands.
- Made numerous parts of my logic world safe in execution.
- The stamina use per spell cast has been reduced by 50%.
- Updated the Blink spell icon.
- Created a special entity to hold ritual pattern labels.
- Created a backup system for items when I check for metadata. If no metadata found, it defaults to something valid. i.e) Magic chalk will default to the magic rune for block creation.
- Grimoires now have 100 max durability, down from 120.
- Added numerous resources relating to grimoires to allow any grimoire at any durability to be used in crafting my mod's magic wands. This game is very particular with how it handles crafting recipes.
- Updated all wand recipes.
- A lot of code cleanup. This include deletion on unused test code and optimization of current code. Also started to migrate away from some depreciated code like getPlayerRef() before it bites me.
- A lot of localization tooltip work happened.

