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DragonMine Z: Alternate Passives

Reworks DragonMineZ racial passives — every race gains a distinct way to grow stronger. Reformula as passivas raciais do DragonMineZ — cada raça ganha um jeito próprio de ficar mais forte.
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alternate-passives-dmz-8.9.4.jar

File namealternate-passives-dmz-8.9.4.jar
Uploaded
Aug 22, 2026
Downloads
597
Size
182.4 KB
Mod Loaders
Forge
File ID
8708451
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:alternate-passives-1644282:8708451")

Learn more about Curse Maven

What's new

New

Generic mob absorption. Almost any creature can be absorbed now. The mob_effects.json table no longer decides who can be absorbed — it decides who grants a special bonus. Mobs outside the table still grant power scaled to their health, just without a status effect or visual. This covers vanilla mobs, DMZ mobs, and mobs from other mods with no list to maintain.

Absorption mastery. The longer you use an absorbed character, the more power you draw from them — up to +50% at full mastery. This uses DMZ's own mastery system, so it shows up in the status panel alongside your other forms ("Absorption Vegetto: 50 / 100") and progresses at the same pace.

Level-based progression. Absorptions now scale with your character's level, so no single absorption becomes an early-game shortcut. Mobs reach full value at level 100, characters at level 150. Below that the gain is proportional.

Unabsorbable entity list. Shadow Dummy, the 26 masters, quest NPCs, the Namekian Trader and ki projectiles can't be absorbed. Editable in the config, with wildcard support (dragonminez:master_*).

Base Form availability. Evolutions with no mastery progression are now selectable as your Base Form. Previously the fixed requirement could never be met, so those forms simply never appeared — with no error or warning.

Fixed

Mob absorption granted no stats at all. A long-standing bug: only the player pool was included in the stat calculation, so each mob's statMultiplier had no effect whatsoever. Mob and character absorptions now stack, shown as separate lines in the status panel.

Story characters were worth absurd power when absorbed mid-fight. DMZ multiplies an entity's health by 50 when it transforms, and absorption was reading that inflated value — a transformed Goku SSJ3 was worth 150,000 against Vegito's 4,200. Power now comes from the entity type's registered default health, immune to any modifier.

Names displayed as raw translation keys in the absorption list (entity.minecraft.bee, saga.majinabsorption.dr...).

Absorption mastery never increased on its own — only via command. The forms the addon generates were being created with all three mastery gain values set to zero, and DMZ reads those values to award mastery. The bar existed and went to 100, but nothing ever filled it.

Tooltips cut off their last line — which happened to be the line telling you which key to press, on both Cell Jr. and Human.

The mod wasn't loading its own language files. A missing pack.mcmeta meant Forge never mounted the mod's resource pack, so every string showed as a raw key.

Changed

  • Base Form is now configured exclusively through DMZ's X menu; the button was removed from the K screen. Existing Base Form settings are preserved.
  • Mobs outside the effects table grant less than the special ones.
  • Mastery gain, level scaling, and the unabsorbable list are all configurable in config/majinabsorption/settings.json — no recompiling needed.

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