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Astral Dice

Astral Dice is a survival expansion mod built around dice. Equip a dice and every melee attack becomes a roll of fate — trigger the Dice Blessing and enter a dice-battle system where attack clashes against defense.
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astral_dice-1.3.5-hotfix+forge_1.20.1.jar

File nameastral_dice-1.3.5-hotfix+forge_1.20.1.jar
Uploaded
Oct 1, 2026
Downloads
21
Size
1.5 MB
Mod Loaders
Forge
File ID
9024345
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:astral-dice-1662159:9024345")

Learn more about Curse Maven

What's new

Astral Dice 1.3.5 Changelog

1.3.5-hotfix

  • Party detection fixed: the previous fix only covered the port line; all three official lines (1.21.1 / 1.20.1 / 26.1.2) are covered now. 1.3.5 already fixed detection of party-mod parties, but that fix only landed on the port line; on the official lines the code that recognises a party never worked at all - the entry points it looked for simply do not exist in those mods, and the failure was silent: no error, no crash, it just quietly fell back to the vanilla scoreboard every time. The consequences are the ones described in 1.3.5: players in the same party could still hurt each other, the railgun still hit allies, and friendly effects still leaked to the whole server. Every entry point has now been corrected against the mods' real interfaces, and each of the two backends now prints a startup log line (back_ftb / back_opac showing on or off) - so "installed but not working" is visible at a glance from now on.
  • The bundled prerequisite library is updated too (bundled 1.0.5 -> 1.0.6): the library's "friendly target collection" depended on the same wrong interfaces and has been fixed as well - this delivers what 1.3.5 promised with "this will be fixed in the library's next release".
  • Verified in game: this time the party mods were actually installed in the test environment and a launch was performed; the startup log confirms both backends connected successfully (back_ftb=on back_opac=on). => The note in 1.3.5 saying "wired up and will activate once installed, but not verified in game" is retracted as of this release. NOTE The gameplay-level check ("do two players in the same party really stop hurting each other?") is still not done (a single client process cannot cover it), so what is provided here is connection-level evidence.

Released: 1.3.5 — a balance and bug-fix release with no new items. Five headline changes: (1) the effect-card cooldown, the Healing timer, and the stack decay of the Gunsmith and Great Detective passives are all decoupled from the Dice Blessing and now run on their own timers; (2) 16 sign and chip recipes were re-materialised, the Golden Star Plate gained a second recipe, and Star Coins / Star Plates gained kill drops; (3) the Gunsmith Sign's active and passive were reworked and now link with the Cursed Ring; (4) three detection rules were fixed (party detection, third-party melee weapons, and mobs clearing their own effects); (5) opening the inventory on 1.20.1 no longer crashes the client.

Note! The prerequisite mod StarEngine Lib is bundled inside this mod (embedded 1.0.6) — you no longer need to install it separately. If your mods folder still contains a manually downloaded starengine_lib-*.jar, delete it: the old file would override the embedded one. Note! On 1.20.1 the Mixin runtime can be Mixin Booster ≥0.1.3 or Sinytra Connector — pick either one (since 1.3.2-hotfix; previously Mixin Booster was mandatory).

Balance & Quality-of-Life

  • The Gunsmith's "Weakness Insight" and the Great Detective's "Reasoning Time" now decay on their own independent 1-minute timers: both passives used to hang off "when a Dice Blessing ends" — one stack per blessing, so their decay was entirely bound to the blessing's start and end. They now lose one stack per minute, independent of the blessing; at zero stacks the effect disappears, and gaining a new stack resets that minute. The Gunsmith's Weakness Insight caps at 4 stacks (each stack: attack/defense +1 and minimum dice roll +1); the Great Detective's Reasoning Time stacks are not lost on death. NOTE these two effects are no longer "permanent icons without a countdown" and now show their remaining time.
  • Crafting recipe material changes for 16 signs and chips:
    • Five signs: Padman Sign — wither skeleton skull x2 → black stained glass x2; Ninja Sign — echo shard → amethyst shard; Nancy Lu Sign — sculk x2 → cyan concrete x2; Secret Detective Sign — beacon → end crystal; Megas Sign — beacon x2 → gold ingot x2.
    • Eleven chips: Magic Quiver — echo shard → spectral arrow; Advanced Peripherals — echo shard → redstone comparator; Perpetual Motion — nether star → netherite ingot; Primordial Core — echo shard x2 → netherite ingot x2, dragon head → dragon's breath; Magic Tome — echo shard → ender eye; Boxing Gloves (Basic) — sponge x3 → white wool x3; Speed Skates (Basic) — blue ice x2 → ice x2; Adrenaline (Regular) — nether star → ender pearl, wither rose x2 → soul sand x2; Member Recommendation — ink sac → book; Cursed Sword — popped chorus fruit x2 → soul campfire x2; Piercing Gun — echo shard x2 → amethyst shard x2.
    • Every recipe's shape and material combination stays globally unique; the handbook entry for the Megas Sign was updated in step.
  • Effect-card cooldown rework: fully decoupled from effect duration — the cooldown starts on every play: previously a cooldown only began once the play count was exhausted, and a round that was not fully used waited until every effect from the cards played had expired before a cooldown was added — the cooldown was dragged along by effect duration and the pacing was uncontrollable. Now a cooldown starts on every play, and every play within the same round resets it to 45 seconds (was 30) — i.e. the round ends (and the play count resets) 45 seconds after the last play; reaching the play-count cap is no longer checked separately and simply resets the cooldown like any other play. Effect duration no longer blocks play: once the cooldown has run out you can start a new round immediately even if the effect is still active. While you have Charge, the effect-card cooldown cap changed from 20 to 30 seconds. NOTE all other rules for a not-fully-used round are unchanged (you may still spend the round's remaining plays while the cooldown runs, and the play-count cap and its sources are untouched).
  • The Healing timer is decoupled from the Dice Blessing and now settles every 1:00: the healing timer (30 s) used to run only while the Dice Blessing was active — once it ended the healing layers neither decayed nor healed. It is now a fully independent 1:00 timer: triggering the Dice Blessing still settles once, and every 1:00 thereafter it settles on its own, independent of the blessing — halve the healing layers (round down) → top up by the Medkit's fixed amount → if the layers are still above 0, heal for layers x2 and start the next 1:00 cycle; at 0 the "Healing" effect is removed. Example: 4 layers + Medkit - Complete (3 layers) ⇒ halve to 2 → +3 = 5 layers ⇒ heal 10 HP ⇒ start this 1:00 cycle. The Medkit chips keep their role (a fixed bonus on gain/refresh) and now top up after each settlement; their item descriptions are shortened to "Healing layers +1 / +3" (the trigger timing is no longer described). NOTE the "Healing" icon shows whenever the layers are above 0, and its duration is always the remaining 1:00 countdown (no longer ∞); as long as any layers exist the timer keeps running.
  • The Cult Leader Sign's tooltip has been trimmed: the Descent item description and its handbook entry no longer carry two redundant notes — "(not counted as attack power)" and "(melee or ranged, must hit)" — leaving only the mechanics themselves.
  • The Gunsmith Sign's active and passive have been reworked, with a new "Cursed Ring" link:
    • Active, "Weakness Counter": designate a target and apply Broken (2:00) to it — the target's combat dice are locked to 0; Broken can only be applied to a target that does not already have it.
    • Passive: when a target affected by Broken attacks you, dodge the attack and counterattack; each time you dodge, counterattack, or attack a target affected by Broken, gain 1 Weakness Insight (max 4), each stack giving attack/defense +1 and minimum dice roll +1, losing one stack per minute.
    • New link (in the item's note block): while wearing the Cursed Ring and having Weakness Insight — corrects Curse 3: removes the armor reduction; corrects Curse 6: soul crystals are no longer dropped on death (no longer reducing max health). The linked mod that provides the item must be installed; without it this section does nothing.
  • Fixed Cursed Ring related links that had been failing silently all along: previously the -40% dice curse penalty, the extra -20% with the Acknowledgment, the Twist's full immunity, and the Fate's Guide card's Curse 1 correction never took effect on 1.20.1 (with no error of any kind), and the related note blocks never showed; the Bless's full immunity had likewise never worked on the newer line. All are now fixed. NOTE 1.20.1 has no Bless item, so that one immunity still does not apply there.
  • The Golden Star Plate gained a second recipe, and Star Coins / Star Plates gained kill drops:
    • The Golden Star Plate now has two recipes side by side: "1 Star Plate + 1 Nether Star" (shapeless) and "3 Star Plates + 6 Star Coins" (shaped).
    • Star Coins: dropped with a chance when a player kills the following mobs (1 coin per drop) — Zombie / Zombified Piglin 1%, Enderman / Piglin 3%, Piglin Brute 20%.
    • Star Plates: Wither 100% x5, Warden 100% x3-5, Elder Guardian 100% x1-3, Ghast 100% x1, Wither Skeleton / Guardian 5% x1; all other monsters still 0.3% x1.
    • NOTE a roll only happens when the killer is a player (indirect kills such as arrows or thrown items count too), and the Star Coin and Star Plate drops are independent — one mob can drop both.

Bug Fixes

  • The Ninja Sign's active skill could barely be used — it now only requires "this round's play-count cap has not reached 9": the cooldown rework above makes every play start a cooldown, while the first of the three old release conditions of the Ninja Sign's active skill was "an effect-card cooldown is running → refuse". That condition made sense under the old rule (a cooldown only began at the play-count cap), but under the new rule it is almost always true, effectively locking the skill out. It has been removed: as long as this round's play-count cap has not yet reached the 9-card ceiling, the skill can be used and grants one extra play; the other two conditions are unchanged (cap already at 9, or already granted this round → refuse).

  • Fixed a guaranteed client crash when opening the inventory on 1.20.1: one injection parameter in the 1.20.1 "status effect description" feature was wrong, so the class threw the first time it loaded — that is, when you open your inventory: the inventory would not open and the client crashed outright. The same defect was also breaking 1.20.1 data generation. Both are fixed.

  • Fixed party detection being completely broken: the mod used to treat only the vanilla scoreboard team as a party — but a modpack's party is not necessarily a scoreboard team, and for players grouped by a party mod the scoreboard team is empty, so party detection failed entirely (players in the same party could still damage each other, and the railgun still hit allies). Party detection now recognises all three sources (vanilla scoreboard and the various party mods), and roughly 30 "who is hostile to whom" checks plus 5 party checks across the mod now use that single rule (including the railgun lightning target filter, missile / shooting-star / fan splash targeting, and every chip and sign that only works "when attacked by a hostile").

    • A related problem was fixed at the same time: friendly effects used to leak to the whole server — once party detection failed, those players counted as "in no party" and fell into the "no party means every player is friendly" fallback, so friendly effects such as the Big Bowl of Stew, the Bank Card "Unlimited", the Luxury Feast, the Great Detective's "Friend's Guard" and the Hanna Sign's "Friend's Blessing" were actually granted to everyone. This is now fixed as well.
    • Stated plainly: none of the three modpacks has a party/claim mod installed, so that branch is wired up and will activate once installed, but is not verified in game; third-party party mods always go through an "only if present" guard, and a failed lookup permanently falls back to the vanilla scoreboard, so their updates can never crash this mod.
  • Fixed third-party melee weapons not triggering the Dice Blessing on 1.20.1: the old check was a whitelist — only four vanilla weapons counted as melee weapons, while most modded melee weapons (Tinkers' Construct and Cataclysm especially) are none of those four, so attacking with them never triggered the blessing at all. It is now a blacklist: only "empty hand / shield / tools (pickaxe / shovel / hoe, axes kept — an axe is a melee weapon) / ranged weapons (bow / crossbow) / blocks" are excluded; everything else counts as a melee weapon that can trigger.

  • Fixed server lag caused by sorcerers (and similar mobs) from some mods repeatedly drinking milk to clear their own effects: this mod cancels every external removal of its own effects (milk, commands and so on), so sorcerer-type mob AI that saves itself by drinking milk retried forever and the server lagged. An exception is added: when the target is not a player the removal is always allowed (the effects this mod applies to mobs are mostly debuffs, so letting them clear those is harmless); the player-side rule is unchanged.

  • "Mark" is no longer protected from clearing — players can remove it with milk: Mark could not be cleared by players. Its strength lives in its stack count and it is a debuff applied to a target, so players have a legitimate reason to want it gone — milk or commands now remove Mark. NOTE the glow that accompanies Mark still shares its lifetime (it cannot be cleared separately while Mark is present), so if a bulk clear processes the glow first, the glow lingers until it expires naturally (at most 60 seconds).

  • Fixed two handbook pages that showed a raw translation key: one page of "Special Effects" and one page of the "Cult Leader Sign" entry pointed at text that had already been removed, so the game displayed the internal key (astral_dice.guide.entry.…) to players. Both pages are now gone.

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