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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-1.3.6+forge_1.20.1.jar

File nameastral_dice-1.3.6+forge_1.20.1.jar
Uploaded
Oct 2, 2026
Downloads
30
Size
1.5 MB
Mod Loaders
Forge
File ID
9033878
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:astral-dice-1662159:9033878")

Learn more about Curse Maven

What's new

Astral Dice 1.3.6 Changelog

Released: 1.3.6 - a balance and bug-fix release with no new items. Balance side: the "Thousand-Curse Mark" enchantment is renamed "Blue Curse", hidden from JEI and the creative menu, with its armour-toughness penalty changed from -100% to -50%; the Cursed Sword's stacked attack-power cap is raised from 16 to 32; and the Kanban Musume Sign's random chips are capped at one per active use. Bug-fix side: (1) signs and chips kept working with no dice equipped; (2) Medkits not firing healing; (3) Epic tooltip frames keeping the previous item's colour; (4) the Cursed Sword's stacked bonus being wiped on death; (5) the Kanban Musume Sign's random-chip pool being incomplete; (6) the Railgun's lightning misfiring on thorns / pets / ranged attacks; (7) missing chip status icons; (8) the Gunsmith sign's Weakness Insight stacking and damage-increase / damage-reduction settlement.

Note! The StarEngine Lib prerequisite is embedded in this mod (embedded 1.0.7), so you do not need to install it separately. If your mods folder still has a manually downloaded starengine_lib-*.jar, delete it - the loose file overrides the embedded one. Note! On 1.20.1 the Mixin runtime is Mixin Booster >=0.1.3 or Sinytra Connector - either one works (since 1.3.2-hotfix; previously Mixin Booster was mandatory).

Balance & Quality Updates

  • The "Thousand-Curse Mark" enchantment is renamed "Blue Curse" and hidden from JEI and the creative menu: this enchantment is an internal marker (its only purpose is to make the Thousand-Curse Scroll count it as one curse), but vanilla automatically generates an "enchanted book" entry in the creative menu for every enchantment, and JEI indexes it too. It no longer appears there, and the enchantment line appended to the item tooltip is removed as well. Only "visible / obtainable" changes - the function is untouched (curse counting still works).
  • Blue Curse's armour-toughness penalty changed from -100% to -50%: the -20% armour value is unchanged, and the effect description and item tooltip were updated to match.
  • The Cursed Sword's stacked attack-power cap is raised from 16 to 32: each hostile with 20+ HP killed during a Dice Blessing stacks 1 point; it used to cap at 16 and now caps at 32. (Tooltips and the in-game guide are updated to match.)
  • Kanban Musume Sign's random chips are now capped at one per active use: the passive is "the active skill returns 25 accumulated battle cards -> 1 random chip", and the active skill first collects every card in your inventory - with many cards one use could add up to several sets of 25 and spawn a pile of chips at once. It is now capped at one chip per active use; anything beyond 25 is still kept and carried into the next count, so nothing is deducted for nothing.

Bug Fixes

  • Fixed: signs and chips kept working while no dice was equipped (every bonus was free): previously, removing the dice only stopped refreshing the chip slots, while sign and chip bonuses kept applying - a defect, not a balance change. Three things are now fixed:

    • (1) Without dice equipped, every sign and chip feature is disabled (passives, active skills, target-selecting skills, combat values and per-tick state machines all stop), but already accumulated values are not cleared - attack power stacked by Cursed Sword and the layer counters tracked by signs are all kept.
    • (2) Switching to a dice with fewer usable chip slots shrinks them on the spot: chips beyond the new limit are pulled out and returned to your inventory (no longer waiting for the next reconciliation pass).
    • (3) Respawning - or rejoining while still wearing no dice forces the "no chip slots" initial state and returns the chips to your inventory.
    • Note: panel bonuses disappear together with "disabled" and come back when you equip dice again.
  • Fixed Medkit chips not firing healing "on equip" and "after respawn": the two Medkits (Emergency / Complete) only added healing layers when a Dice Blessing started, so equipping them did nothing and respawn / relog / dimension change did nothing either. Now all four moments fire a healing trigger immediately: on equip, and after respawn / relog / dimension change. Unequipping deducts "the layers granted by this equip" using an internal ledger, which also closes the loophole of farming layers by repeatedly relogging.

  • Fixed Epic items' tooltip frames showing "the previously hovered item" colour: when a tooltip-rewriting mod is installed alongside, an Epic item's frame kept the previous item's colour (observed as gold). Epics now explicitly write their own tier colour; on top of that, a mitigation was added for the third-party tooltip mod's colour cache, and the Epic frame used with that mod is corrected to the vanilla Epic colour too.

  • Fixed the Cursed Sword's stacked attack bonus being wiped on death: the bonus lives on the player, and dropping the chip on death cleared it - one death wasted all of it. It is now kept through death, and only a genuine unequip clears it.

  • Chip status icons completed, and all damage-boost chip icons no longer count down:

    • (1) Five chips that had no icons at all are now covered - Whetstone, Adrenaline (one icon each for Common / High-Grade), Cursed Sword, Electric Sword and Railgun.
    • (2) Damage-boost chip statuses are now "shown as long as they can take effect" (no more short countdowns): Flashlight Chip and Revenge Halberd changed from a 5-second countdown to permanent (Cutter Chip already was).
    • (3) An icon lights up only when the bonus is actually active: Whetstone and Adrenaline at low health (<=50%), Cursed Sword once a bonus has been stacked, Electric Sword at charge >= 4, and Railgun at charge >= 6.
    • (4) A related hazard was fixed along the way: after removing the dice these icons now go dark properly (they previously stayed as a stale "feature off, icon still on" state).
  • The Railgun's lightning now only triggers on "your own melee attack": previously any damage whose direct source was you registered a strike, so three cases misfired: Thorns and other damage reflection (reflection records you as the attacker), your pets' attacks (wolves and maids), and spells / skills / ranged non-melee damage. It is now tightened to only an attack you personally land while holding a melee weapon. The line "On attacking a hostile target" in the item tooltip and the guide was changed to "On a melee attack against a hostile target".

  • The Gunsmith sign's "Weakness Insight" now stacks on every attack: it used to count only the first hit on a given target (one stack per Broken segment). Now each hit grants a stack, and each incoming hit from a Broken enemy does too; once capped at 4, further attacks refresh the duration (nothing is wasted).

  • King Power's cost now really costs 8 HP: the 8 damage used to be shaved down to almost nothing by armour, Protection and Resistance - a free cost. It now ignores armour / Protection / Resistance entirely, and must be paid in full; life-saving effects still work (airbag, totem, ender dice, and the whetstone's "cannot be one-shot").

  • Berserk's "take +1 damage per stack" is now settled as a separate true-damage hit: it used to be shaved by armour and then cancelled out by flat reductions such as the whetstone. It is now settled on its own - unaffected by armour / Protection / Resistance and by this mod's flat reductions.

  • Fixed the Kanban Musume Sign's random-chip pool being incomplete: it used to be a hand-written list covering only the first 41 chips, so the 20 chips added later (including the purple / golden Shooting Stars and the charge chips) could never be obtained. It is now generated from all current chips, so future chips join the pool automatically and nothing is missed.

  • Plus a large number of description-vs-behaviour mismatches were fixed.

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