File Details
AspectsLib (1.1.5)
- R
- Oct 12, 2025
- 306.25 KB
- 8
- 1.20.1
- Fabric
File Name
aspectslib-1.1.5.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
Added Aether Density
Created a registry for all Aspect Shard items organized by hierarchy and implemented a custom
AspectShardItemclass that automatically adds aspect data to the item stackCreated an
ItemGroupthat contains all aspect shards in order and properly sets the aspect data for each shard using the AspectsLib system.Implemented Corruption logic.
Added the calculation of base biome density using
BiomeAetherDensityManager.DENSITY_MAPand combined base density and dynamic modifications to calculate the total amounts.
I've also added a proper check to make sure corruption only starts when Vitium is truly dominant. The condition now is: totalVitium > totalOtherAspects where:
totalVitium= base vitium + dynamic vitium modificationstotalOtherAspects= sum of all other aspects (base + modifications)Updated Sculk spread when Vitium is the dominant aspect
Fixed critical entrypoint stage
maincrash upon initializing gameAdded
aspectslib:aether_density reportcommand with 3 sub-commandsreport,list,corruptAdded proper rendering to the Aura Node entity (Pull Request #3 by Favouriteless
Gave Aura Nodes conditional transparency based on a condition similar to how aspects are shown on tooltips. I modifed the rendering code to make it transparent by default and only show fully when a condition is met. The Aura Node visibility should be completely configurable by other mods using the API now, with no default condition.
Usage Example for Other Mods
Other mods using your library would need to add their own visibility conditions:
// In another mod's client initialization
AspectsAPI.addAuraNodeVisibilityCondition((player, hasAspects) -> {
// Example: Show nodes when player has a specific item
return player.getMainHandStack().isOf(Items.NETHER_STAR);
});
// Or example: Show nodes when player is in creative mode
AspectsAPI.addAuraNodeVisibilityCondition((player, hasAspects) -> {
return player.isCreative();
});
// Or example: Show nodes when player has a specific effect
AspectsAPI.addAuraNodeVisibilityCondition((player, hasAspects) -> {
return player.hasStatusEffect(StatusEffects.NIGHT_VISION);
});
Default Behavior Now
- By default: Aura nodes are semi-transparent (20% opacity) because no conditions are met
- When conditions are added via API: Nodes become fully visible (100% opacity) when any condition returns true
- Completely pluggable: No built-in logic - entirely driven by API consumers
This makes the library modular and allows each mod that uses it to define its own conditions for when Aura Nodes should be visible.
Made changes to hide aspects in tooltips by default while allowing developers to customize when they're shown.
Key Changes:
- Hidden by default: Aspects won't show in tooltips unless explicitly enabled
- Flexible conditions: Developers can add multiple visibility conditions
- Player context: Conditions have access to player state and inventory
- Easy to use: Simple API for adding custom conditions
- Non-intrusive: Doesn't require changes to existing item/entity code
Usage Examples:
- Always show aspects:
AspectsTooltipConfig.setAlwaysShow(true);
- Show only when holding a specific item:
AspectsTooltipConfig.addVisibilityCondition((stack, player) -> {
if (player == null) return false;
return player.getMainHandStack().isOf(Items.GOLD_INGOT);
});
- Show only in creative mode:
AspectsTooltipConfig.addVisibilityCondition((stack, player) -> {
return player != null && player.isCreative();
});
- Show only when sneaking:
AspectsTooltipConfig.addVisibilityCondition((stack, player) -> {
return player != null && player.isSneaking();
});
- Complex condition (show when holding compass and in overworld):
AspectsTooltipConfig.addVisibilityCondition((stack, player) -> {
if (player == null) return false;
return player.getMainHandStack().isOf(Items.COMPASS) &&
player.getWorld().getRegistryKey() == World.OVERWORLD;
});