astral_dice-1.3.7+neoforge_1.21.1.jar
Curse Maven Snippet
What's new
Astral Dice 1.3.7 Changelog
Released: 1.3.7 - a content-tuning and bug-fix release with no new items. Tuning side: (1) healing / utility cards usable on others can now target non-hostile creatures; (2) Luxury Feast now damages undead targets; (3) the dice-blessing melee-weapon check reverted to the blacklist; (4) the two "Voracious Pans" now trigger the blessing; (5) effect cards can now target untamed tamable creatures; (6) guns themselves no longer count as melee; (7) event effects now broadcast over "party + 64 blocks"; (8) the charge status icon is hidden while no charge chip is equipped; (9) the Skyward Satellite now grants "effect card target selection distance +50%"; (10) the Investigator sign's active skill additionally grants "Page Range". Bug-fix side: (1) two cases of firearm damage misread as ranged/magic; (2) laser and explosive damage added to the filter; (3) living pages would not stack; (4) actionbar text overlapping the item-name toast; (5) both actionbar options moved out of the config file; (6) the config version number not updating; (7) an unpickable crystal left at the death site; (8) effect-card sessions swallowing/hijacking inputs; (9) rarity border colours not working with "Modern UI" installed; (10) medkit chips letting you farm healing by repeatedly re-logging or walking through portals; (11) wrong tier wording for two signs in the in-game manual.
Note! The StarEngine Lib prerequisite is embedded in this mod (embedded 1.0.11), 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).
Content & Balance Changes
- "Usable on others" healing / utility cards can now target non-hostile creatures: the target selectors of Berserk, Luxury Feast and Express Delivery could previously only pick players; they can now pick any non-hostile creature within 16 blocks - players, tamed pets (wolf / cat / parrot), passive livestock, villagers, and neutral mobs such as untamed wolves / iron golems / polar bears / bees. NOTE: only vanilla hostile mobs are not selectable (zombie / skeleton / pillager / enderman / piglin ...). NOTE: right-click still uses the card on yourself. NOTE: a creature target now actually receives the effect (this also fixes "using the card on a creature did nothing").
- Luxury Feast now damages undead targets: the card now matches vanilla healing potions - if the healed target is undead (zombie / skeleton / wither / phantom ...), it takes the same amount as magic damage instead of being healed. NOTE: this is faction-independent - tamed undead pets and undead players on the same team take the damage too.
- The dice-blessing "melee weapon attack" check reverted to the blacklist: it had been switched to a "weapon/tool item-tag whitelist", but that rule dropped whole categories of third-party weapons - namely any mod that keeps its weapons out of the vanilla tags and ships its own item system. Per the ruling it is reverted to the blacklist: only empty hand / shields / ranged-only items (bow / crossbow / slingshot) / blocks / guns themselves / non-combat tools (shears / fishing rod / flint and steel / brush) are excluded, and everything else counts - including every mining tool (pickaxe / shovel / hoe / axe) and every mod weapon. NOTE: weapons that are both melee and ranged are not excluded (e.g. the trident).
- Two "Voracious Pans" now trigger the dice blessing: two linked mods each ship a pan used as a weapon - one sits in no item tag at all, and the other is also a placeable block (which the "blocks do not count as melee" clause would have excluded) - so both are now named explicitly and a melee attack with either triggers the dice blessing. NOTE: the check matches by registry name, so versions without those mods are unaffected.
- Effect cards can now target "untamed tamable" creatures: the living page and the damage effect cards (including the Talisman of Misfortune) could previously only designate enemy targets. They now use an effect-card-only scope that adds untamed tamables - wolf / cat / parrot and unowned horse / donkey / mule / camel / llama. NOTE: tamed pets and owned mounts remain unselectable; villagers and wandering traders are excluded; and the sign selectors (Gunsmith / Great Detective / Astrologer ...) plus the spell-damage checks keep exactly their previous scope.
- Guns themselves can no longer be used to melee-smack: holding a modern firearm / shooter-game style weapon, a steampunk firearm or rotary machine gun, a modern battlefield-sim weapon, or a gun from the built-in submodule of a large crossover mod, no longer counts as a melee weapon attack. NOTE: that crossover mod's own namespace is not excluded wholesale (it ships both guns and a full set of melee weapons); only its guns are named.
- Event effects now broadcast over "party + 64 blocks": the random event rolled by the Great Detective sign's active skill, and the "Undercover Investigation" stage event (concealment + investigation buff), previously affected the triggerer only (allies were included only at the final stage, and only when a boss was nearby within 32 blocks). New rule: if the triggerer is in a party => all party members plus every other player within 64 blocks; if the triggerer has no party => all party-less players plus every player within 64 blocks. Sign passives fired by the event (Great Detective +3 star coins / Investigator living page) follow the same target set. NOTE: negative rolls (poison / wither / darkness / weakness / instant damage...) are broadcast over the same range as well.
- Charge status icon is hidden while no charge chip is equipped: when a player has the charge effect but no charge-type chip equipped (Warp Engine / Energy Recycler / Electric Sword / Advanced Peripherals / Perpetual Motion / Current Core / Electric Glove / Airbag / Railgun / Primordial Core — 10 in total), the HUD no longer shows the "Charge" icon; equipping any one of them restores it immediately.
- Skyward Satellite reworked: "kill refunds a random effect card" -> "effect card target selection distance +50%": the Skyward Satellite chip no longer refunds a random effect card for killing a hostile with ranged/magic damage while Orbital Strike is active. It now grants an always-on bonus while equipped - any effect card you hold gets its target-selector lock range +50% (16 -> 24 blocks). NOTE: this affects effect cards only - sign active-skill selectors are unchanged; NOTE: it adds to the Investigator sign's "Page Range", with a combined ceiling of 64 blocks.
- Investigator sign active skill also grants "Page Range": the Investigator (rin) active "Living Page" now additionally grants a 2:00 status, "Page Range", on top of the existing "gain 1-2 Living Pages" - while held, Living Page's lock range is +50% (32 -> 48 blocks; 64 blocks when the Skyward Satellite chip is equipped as well). NOTE: the status is visible (HUD icon + hover text) and simply expires; re-casting only refreshes the duration, never stacks the multiplier. NOTE: the active's existing cooldown rhythm and lock semantics are unchanged.
Bug Fixes
Fixed rarity border colours not working when "Modern UI" is installed: with its "modern tooltip" enabled, the third-party UI mod Modern UI draws the entire tooltip itself and cancels vanilla rendering, so the border colour this mod applies by rarity was discarded entirely - which looks exactly like "the coloured border does not work". We now ship compatibility for it: while you hover one of our items, the border colours it uses are written per rarity tier, without changing any of Modern UI's settings; the rainbow tier also gains a full flowing rainbow ring. It only applies to this mod's items - vanilla and other mods' items look exactly the same as before; the rare tier keeps its existing rule (no extra colouring); if you do not want it, turn off the
modernui_tooltip_frame_compatconfig option (on by default). It applies to all builds (on 26.1.2, which has no frame-colour hook of its own, the tiers show whenever this UI mod is installed).Fixed: two cases of firearm damage misread as ranged/magic damage: the firearm filter used to look only for keywords in the damage identifier or the projectile class name. Two misses were measured: (1) one gun mod's entire revolver family - its projectile extends vanilla's arrow base class (so it falls inside the ranged/magic scope) while the damage identifier contains no keyword at all; (2) another gun mod's buckshot - the projectile likewise falls inside the scope and its identifier has no keyword either. Both were previously read as ranged/magic damage and received full bonuses. The check is now driven by a per-mod evidence table taken from the real jars: exact damage types first, then firearm projectile sources, and keyword matching only as a last-resort fallback for mods that have not been analysed.
Firearm detection now also covers laser weapons and explosive damage: the evidence table above originally covered only the bullet/shell channels. It now also includes one battlefield-sim mod's 3 laser-weapon damage types and 5 explosive damage types (projectile explosion / custom explosion / vehicle explosion / mine / lunge mine) - their projectiles and explosive devices fall inside the ranged/magic scope too, so leaving them out meant they were read as ranged/magic damage and received bonuses.
Fixed living pages not stacking: the 6 creation paths each built their own stack, and the Magic Quiver refund failed to bind the exclusive-card "owner" information => a player could hold both "owned" and "owner-less" forms, and since stacking compares components one by one, the same item would not stack. Two single entry points are introduced (unified creation, and unified copy/refund), and all five paths now use them, so missing a binding is no longer possible.
Fixed actionbar text overlapping the item-name toast + shorter fade: the actionbar baseline was only 1px away from the vanilla hotbar item-name toast (which also moves up with armour/health rows), so they overlapped on the same line. It is now at the vanilla actionbar height, leaving at least 9px; the fade was also shortened from 1s to 0.5s.
Both actionbar options moved out of the config file (paired with the fix above): the actionbar duration and fade ticks are no longer written to the config file - all players are forced onto the new fixed values (the old section is removed automatically), avoiding the "changing the default does nothing for existing installs" trap.
Fixed the config version number not being updated: previously an outdated version was only backed up and the version number in the file was never rewritten; since the framework keeps an existing valid key as-is, the number stayed at the old value and a content-identical file was backed up on every launch. The version is now written back after backing up, making "one version = one migration" actually hold.
Fixed a permanently unpickable crystal being left at the death site: the correction is supposed to reclaim the soul crystal torn off by the linked mod when a player wearing that mod's cursed trinket and holding Weakness Insight stacks dies. But the reclaim filtered on the vanilla dropped-item type, while that mod's crystal is carried by its own entity (whose base class is not a vanilla dropped item) - so the filter never matched and the reclaim silently did nothing. Because max health had already been restored, the crystal's own "reclaim your soul" logic then found nothing to reclaim, so not even its owner could pick it up. It now queries that mod's carrier entity class directly and reclaims from the death tick onward, every tick (no longer waiting for a respawn), restricted by "owner + held item + freshly created" so that a legitimate older crystal of the same player is never touched, and so that the storage crystal dropped by that mod's other branch is left alone.
Fixed effect-card sessions swallowing/hijacking inputs: while holding a selector-type effect card (the target selector opens automatically while the card sits in the main hand), the mod turned off or captured far more input than it needed - (1) the active-skill key J was forwarded straight to the sign's active skill, and because such skills "open a session first and only apply on confirm", the card's own selector got displaced by the sign's session; (2) the middle/side mouse buttons were cancelled together with the left button (even pick-block stopped working); (3) the card-inventory key H was swallowed, even though this kind of session deliberately survives opening a GUI (backpack / ESC do not end it) - a straight contradiction. Per the ruling the session's input is now narrowed to "release key + collapse key": left click = release (confirm target); right click = use on yourself / collapse - for active skills that can only be released on a target (the Astrologer / Detective / Gunsmith / Merchant / Cultist sign actions, plus "You Have I Have" / "Living Page" / "Talisman - Misfortune") right click now cancels the selection outright (it used to only print "this skill cannot be used on yourself" and keep the session); sneak + right click = collapse; the active-skill key J = collapse (it no longer falls through to the sign's active skill). Everything else is left alone: middle/side mouse buttons and the card-inventory key H (the card panel can now be opened while holding an effect card). NOTE: collapsing is not disabling - the server remembers "this card is still in the main hand", so the selector does not pop back on the next tick; put the card away and hold it again to re-open it, and J returns to casting the sign's active skill.
Fixed medkit chips letting you farm healing by repeatedly re-logging or walking through portals: besides "when the chip is actually equipped" and "after respawning from death", the two medkits also treated every re-login and every dimension change as a full settlement (add points -> heal for the current stacks x2 -> restart the 1-minute timer), so re-logging repeatedly gave unlimited healing - with 32 stacks a single pass healed 64 HP. Per that decision those two moments are now removed: healing triggers only "when the chip is actually equipped" and "after respawning from death". NOTE: this does not depend on the chip still being worn - re-logging or changing dimension while wearing it no longer triggers anything either.
Fixed the tier wording for two signs in the in-game manual: the Hanna Sign and the Sherry Sign have always been the "Bizarre" tier, but the manual text called them "Rare" and "Epic". Following the "items are the source of truth" rule, the manual text is now unified to "Bizarre tier" (Chinese / English / Japanese in sync). NOTE: text only - item rarities, drops and recipes are unchanged.
All Relations
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- Embedded Library
- Optional Dependency
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- Incompatible
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