astral_dice-1.5.0-rc.1+neoforge_1.21.1.jar
Curse Maven Snippet
What's new
Astral Dice 1.5.0-rc.1 Changelog
Released: 1.5.0-rc.1 (pre-release / Beta) — covers everything since 1.3.7. This is a large version jump: a full shop system (Card Shop and Chip Shop blocks plus the Card Trader and Chip Merchant villager professions), a new event system (12 events, event-card animation, event selection screen), two bizarre-grade signs (Kangel / Jirai-ko), two new effect cards (Barricade / Repulsion, the latter also has an item form), 5 new chips, a combat rework (split defense formula with 1:1 conversion, mobs included in dice combat, single declining dice roll for combat cards, defense cards 150 durability, vanilla damage modifiers restored), a combat stat HUD, and a license change to GPL-3.0-only.
Installation and requirements (read first)
- StarEngine is no longer bundled (NeoForge 1.21.1 / Forge 1.20.1): the embedded library has been removed from the
shipped jar. StarEngine (
starengine, 1.1.0) is now a separate requirement — download the matchingstarengine-<loader>-1.1.0.jarand put it inmods. The version must match the one this build was compiled against (1.1.0); a missing library fails startup with "Missing or unsupported mandatory dependencies". The NeoForge 26.1.2 and Fabric 1.20.1 lines still bundle it. - Mixin runtime on 1.20.1: Mixin Booster ≥0.1.3 or Sinytra Connector — either one is enough.
- Fabric 1.20.1 requires Fabric API and Puzzles Lib (which ships Forge Config API Port); accessories use Trinkets (optionally compatible with Accessories) — Trinkets alone or Accessories alone both work, only having neither refuses to start.
- Cards can no longer be crafted: 22 card recipes were removed; cards come from the Card Shop / Card Trader / dice and signs.
- 1.3.7 and older worlds can be upgraded directly; shops, events and villagers are new content and never rewrite existing items.
New content
Shops and villagers
- New block "Card Shop": crafted from 3 smooth stone slabs / 3 star coins / 3 logs; new Blockbench wooden counter model (with a glass display window) that faces the player who placed it.
- The Card Shop UI was rebuilt and buying is now drag-and-drop: hold a card and drag it to your inventory to buy it — the card follows the cursor, releasing it in an invalid slot cancels without charging. Empty slots show the "sold out" style.
- The shop now polls every 60 seconds: the stock only changes when the timer hits zero; the hourglass shows 4 stages (no more seconds); one transfer and one starlight exchange per round (buying is unlimited); reopening the shop no longer rerolls it.
- Equipping the Business sign or triggering "Store Sale" no longer rerolls the whole shelf: missing cards are filled in (sign +1 combat card, sale +2), while existing cards, prices, sold state and timer stay untouched; removing the sign or ending the sale never shrinks the shelf — that change waits for the next reroll.
- Starlight exchange and transfers are inside the shop: 2 starlight = 1 star coin (no cooldown, with a hint when short); transfers send 5–20 star coins to other online players, with a name search box and a scrolling list.
- New block "Chip Shop": draws and sells chips in sets; candidates get quality-colored frames (rare blue / epic purple / legendary gold) with 24×24 icons; long chip names scroll left and right; hovering a candidate (or its label) shows its tooltip.
- 5 new chips: Flashlight-Flashbang, Lucky Slip, Reagent-Abyss, Wireless Power Pole, Sensing Device — all craftable.
- New villager profession "Card Trader": the Card Shop block is now a job site; villagers claim it and trade cards.
- New villager profession "Chip Merchant": the Chip Shop block is a job site; traders sell chips (quality tied to level: L1 rare / L2 rare+epic / L3 epic / L4 epic+legendary / L5 legendary, weights 6/3/2); journeyman unlocks "1 emerald → 1 star coin" (hidden while an emerald dice is equipped). Each profession now uses its own job-site tag, so profession-viewer mods no longer list both as the same block.
- "Lottery Box" (formerly Event Lottery Box): right-click to buy a lottery ticket for 5 star coins, once per 5:00; new texture and recipe (star compass · star coin · star compass / star coin · diamond dice · star coin / star compass · star coin · star compass), with a recipe page in the guidebook. "Event Lottery Ticket" became "Strange Question Mark" with a new icon. Card Shop, Chip Shop and Lottery Box are no longer stackable.
Event system
- The event system was rewritten: each event has a name, icon, type (positive / neutral / negative — text color only), tier, scope and registerable trigger, with per-event timers (re-triggering resets them).
- 12 events implemented (scope is "trigger within 64 blocks ∪ whole team"): Overheat Warning (+5 attack, 3:00) | Haste (Speed II, 2:00) | Storm Approaching (1 random card; nearby hostile mobs +2 attack, +2 defense, 2:00) | Learn From Each Other (lowest-health player +8, highest −8) | Store Sale (+2 cards on sale, 5:00) | Hand Erasure (randomly discard a card) | World Shatters (instant 4 damage) | Gift From Above (1 random card + 3 star coins) | Angel Descent (4 healing) | Questionable Takeout (instant 2 damage + Poison/Hunger 0:15 each + no healing for 15 s) | Crowded Corridor (all players teleported to the trigger) | Combat Rush (2 "Attack - Extra Large" cards). Storm Approaching also doubles hostile mob spawns at night near affected players.
- Event card animation: a card pops up in the center of the screen (0.2 s fade/scale in → 1.0 s hold → 0.2 s fade out), with the event icon on top and the name (colored by type) plus timer below; the event resolves ~1.9 s later together with its sound. Card text now fades out with the card instead of lingering.
- The Great Detective sign's active skill became an "event selection screen": 2 random events are drawn, hovering highlights, clicking selects, confirming triggers. A 15-second countdown sits at the top; timing out, dying or leaving triggers the first option; confirming closes the screen and starts the event flow immediately (no extra second).
- Secret Detective "Investigation Stage": only killing the "Hidden Investigation" target raises a stage (the current stage resolves first, then it upgrades); 4 stage icons are wired in (I / II / III / Revelation), and multiple secret detectives in a party track their stages independently.
- Two ways to draw events: the "Event Voucher" item and the "Event Drawer" block (now renamed "Strange Question Mark" and "Lottery Box").
Signs and effect cards
- Two new bizarre-grade signs, Kangel and Jirai-ko (both crafted from amethyst dice + 2 golden star compasses):
- Kangel: active "Cyber Angel" instantly grants (1 + fans) star coins (up to 10; at ≥3 fans also fully heals, at ≥9 nearby friendly players each get 3 star coins); passive "Little Angel's Greeting" turns targets you attack or that attack you into "fans" (permanent), and fans deal 1 less damage to you; a party Jirai-ko also counts. Fan cap 10, kept across death, cleared when the sign is unequipped.
- Jirai-ko: active "Emotional Overindulgence" heals 2× your "Love" stacks and grants 1:00 of +20% movement speed, then removes 4 stacks and raises the cap by 1 (max 32); passive "Unbearable Love" gives 6 base defense and +1 "Love" every 30 s when hit by hostiles (starts at 2 stacks, cap 4); each stack gives +1 attack and −1 defense (never below 0), and each stack above 4 gives +1 max health; a party Kangel gains 6 base defense and each Jirai-ko gains +1 "Love" whenever she is hurt.
- New effect card "Barricade" (rare): right-click a block face to place it (up to 4.5 blocks, no card consumed on failure).
A visible entity plus invisible collision blocks: 30 durability, −1 per mob hit, 1.5 blocks tall, blocks players and mobs
like a fence, catches arrows and bolts in the block layer (also −1), and cannot be pushed by explosions.
Every 4 ticks it pulls aggro from non-elite, non-boss hostiles within 6 blocks. When destroyed (durability,
/kill, or/astralparty killbarricade) it releases aggro, removes its collision blocks and plays a wood-break sound. - New exclusive effect card "Repulsion" (bizarre; owner only): place on a block face (up to 4.5 blocks, not consumed on failure). A collision-less field entity with 50 durability / 20:00 lifetime that every second pulls in hostile / angered-neutral mobs that currently have an aggro target within 12 blocks and applies Slowness (0:10) and Weakness (0:10), yanks anything past 12 blocks back to 11.5 blocks, and never draws aggro; grabbed creepers cannot detonate. Mobs and environmental damage do nothing to it; the placer's 5th melee hit recycles it into item form (anyone else just gets a message). Exclusive cards are excluded from the random pool, recipes and bounty pools. The item form is identical to the card form and carries durability / remaining lifetime / charge already granted, restored on re-placement. The item is hidden from the creative tab and JEI (still obtainable and usable).
- New
/astralpartycleanup subcommands:/astralparty killbarricade [<radius>|all]and/astralparty killrepulsion [<radius>|all](permission 2; 64 blocks by default,allfor the whole dimension) for leftover entities you cannot get an id for and/killcannot remove. - The Business sign was rewritten: the active became "Online Shopping" — remotely open the Card Shop (buying, starlight exchange and transfers all inside), then a 120-second cooldown. The "Legendary Merchant" passive became five lines: +1 star coin on entering the shop; +1 combat card for your own and teammates' shops; each card has a 10% chance to drop to 1 star coin; after a transfer the first non-discounted card drops to 1 star coin; starlight exchange gains +50%.
- Slime sign's "Cell Division" passive now triggers at most once every 15 seconds (still +1 healing and −10 s active cooldown).
- Gunsmith sign active/passive reworked: the active now marks a target with "Opening (2:00)"; the decay of "Weakness Insight" and the Weird Detective's "Reasoning Time" now uses its own 1-minute timer instead of hanging off Dice Blessing.
Interface and presentation
- New combat stat bars (defense and attack): the vanilla armor row becomes the mod's defense bar (the vanilla armor bar and Overloaded Armor Bar's armor bar are hidden), and the attack bar sits right above hunger; 10 icons per row, 2 points per icon, with full and half icons; above 20 points it collapses to "1 full icon + number". Values come straight from the combat formula, and the vanilla armor number is no longer shown. The attack bar excludes weapons in hand (combat still uses the full value).
- The attack bar now shows every attack bonus: client evaluation used to be short-circuited by per-site client guards, so the HUD only reflected some modifiers (chips like the Electric Sword worked server-side but never moved the number); the client now runs the whole chain in "display mode", excluding only weapons in hand and dice-combat random rolls.
- Jade shows the mod's defense: hovering a player shows the mod's defense value with full/half/empty shield icons; mobs still show their vanilla armor.
- Shop blocks gained Jade cooldown readouts: "restock in M:SS" on the Card Shop and "enter in M:SS" on the Chip Shop / Lottery Box.
- Chip status icons switched to borderless chip art (11 effects), and the chip shop's three quality frames were restored.
- The Railgun "ready" indicator was removed, and Whetstone / Airbag gained "cooling down" indicators whose duration equals the remaining cooldown.
- New generic "card picker" UI component: server menu plus client screen, 1 or 3 slots, optional card type filter, double-click or drag to fill, confirm only when full, Esc or closing consumes nothing.
- 5 new custom sounds and 1 rewritten: the four damage effect cards have dedicated cast/hit sounds, events have their own trigger sounds, a wallet sound plays on a successful shop purchase, and the Shock Gloves gain spark FX and a shock sound.
- Pixel particle library imported: 179 hand-drawn 32×32 particle textures by shuimo0413 (MIT).
Combat rework
- The defense formula is split between players and mobs, and the 20-armor hard cap is gone:
player
defense = 2 + armor×0.30 + 0.85×toughness; mobdefense = base defense + armor×0.40 + 1.0×toughness(floored). Armor always uses the final attribute value, so status effects and other mods' armor modifiers apply first and are never re-converted. - Player base defense is now 2 (one shield), down from 4; base attack is unchanged (1 bare-handed).
- Defense points and armor are back to a 1:1 conversion: every "defense +X" source now really grants X defense —
the old code added
X × 2.0armor which, after the coefficient, paid out only 0.6X (0.8X for mobs). After the fix, Moto Helmet +2/+4/+8, Obsidian Dice +10 armor (= +3 defense), Dorothy's warmth +1 defense per stack, Jill's +2 defense per defense card and Storm Approaching's +2 mob defense all match their text. Player-side defense bonuses are ×1.667 as strong as in the previous build (×1.25 for mobs). - Defense no longer loses a point to rounding: armor is read as the double final value instead of the floored
getArmorValue()— 26.6667 armor used to be truncated to 26, so "defense +8" only delivered +7. Dice combat and the piercing gun use the same single entry point, keeping "what you see = what is resolved". - Mobs now have base attack and their melee attacks join dice combat: hostile base attack 4, neutral 3, passive/friendly 0; mob attack = base attack + attack attribute + weapon enchantment bonus (the already-mitigated damage event value is no longer counted).
- Dice combat requires both sides to have dice equipped: if either side has no dice, both rolls count as 0, but the dice formula still applies (players without dice no longer fall back to vanilla combat).
- Combat cards now roll once with declining weights: "roll twice, take the max" is gone; the lowest value is about twice as likely as the highest. Max-roll chances drop sharply: 1<sub>3 from 55.6% → 25%, 1</sub>6 from 30.6% → 11.8%, 1<sub>10 from 19% → 6.9%, 1</sub>20 from 9.8% → 3.4%; expected values drop 25%–32%. The Meito's raised floor still applies; Glass Dice and the Office Worker's "take the max" are unaffected.
- Defense card durability 10 → 150: every dice-combat hit costs all equipped defense cards 1 point each; a card at 0 is removed and refunds its cost. Ranged, magic and skill damage never consume defense cards.
- Vanilla damage modifiers apply inside dice combat: Sharpness, crits (vanilla conditions, ×1.5 on the base segment only),
attack cooldown (
0.2 + charge²×0.8), Protection and Resistance (post-resolution multipliers on both the player→mob and mob→player paths) are all rebuilt and match vanilla (Sharpness V +42.9%, crit +50%, full Protection IV −64%, Resistance II −40%). - Damage numbers show the final value and are colored by damage type, anchored where the hit resolved instead of following the target.
- Effect card cooldowns are fully separated from effect durations: playing a card starts the cooldown immediately.
- The healing timer is decoupled from Dice Blessing: it now resolves automatically every 1:00.
- The Curse charm card's damage type became magic damage (it used to be true damage).
Balance and numbers
- Card stack size 64 → 16 (combat cards included).
- Chip economy tuning: new
enable_chip_recipesswitch (off by default; when off the creative tab hides the four crafting materials); blank chip loot chance 3% → 1% (buried treasure stays 100%); buying from the chip shop starts a 5:00 cooldown, and right-clicking a blank chip into the shop during that cooldown clears it and grants +1 reroll (once per 2:00). - The four damage effect cards (Monster Laser, Monster Brick, Rail Cannon, Directional Blast) were rebuilt: the "remote/magic damage +N for 1:00" buff is gone; holding the card enters target selection (hostiles ∪ neutrals (pets excluded) ∪ untamed tamables, never players) and confirming deals magic damage (fixed 4 / 6 / 8 / 5 plus effect-card bonuses). Directional Blast also hits everything within 6 blocks for the same damage. New FX delay the damage to the moment of impact (a red laser beam 0.5 s after casting, a red brick dropped on the target's head, a golden beacon beam, an explosion for the blast).
- Each effect card now declares its own lock-on range: Monster Laser 32, Monster Brick 16, Rail Cannon 24, Directional Blast 24, Living Page 32, Curse charm 32; supportive effect cards share 16.
- Shock Gloves reworked: using a damage effect card spends 4 charge so that card's remote/magic damage also hits targets within 3 blocks; the spread is bound to that single use and does not chain with Directional Blast's 6-block blast.
- Airbag gained abilities: after negating a lethal hit it counters the attacker once (through the shared counter-damage path); taking damage now grants +1 charge (15-second cooldown, tracked independently).
- 7 existing chips adjusted: Bank Card-Restless (32-block radius when not in a party), Big Bowl of Stew (16-block players when not in a party), Magic Quiver (returns the card actually used), Eagle Eye Sight (bonus becomes extra attack damage), Warp Engine (shared cooldown 5:00 → 3:00), Perpetual Motion (blessing top-up 6 → 8, vanilla melee cooldown −50% while equipped, without inflating dice-combat attack), Bookmark (effect card damage +1 → +2).
- ATM rewritten: every transfer to another player gives both sides 1 starlight and 2 star coins.
- Membership Letter gains an ability: all cards in your own shop cost 1 star coin less while equipped.
- Weird Dice no longer shortens sign active cooldowns (still keeps the low-roll weighting raised from 50% to 75% and heals 5 on active end).
- Recipe changes: the golden star compass keeps two recipes (1 compass + 1 nether star shapeless / 3 compasses + 6 star coins shaped); star coins and star compasses now drop from kills; 16 sign/chip recipes had their materials adjusted; the chip shop recipe is "gold ingot · star compass · gold ingot / polished blackstone bricks · blank chip · polished blackstone bricks / 3 polished blackstone bricks".
- The starlight exchange "base value floor" bug is fixed: the +4 / +7 starlight from Bank Card-Low Balance / High Balance can be exchanged now (they used to act as a permanent floor that was always subtracted from the exchangeable amount).
- All star coin payouts now prefer the wallet: Haiching, Bonnie, Hanna, Mimi, Gift From Above and the Great Detective passive no longer stuff the inventory (and drop on the ground when full); they credit the wallet first and only hand out items when the wallet is off.
Bug fixes
- A 100% startup crash in production was fixed; the world-join / tooltip-hover crash caused by an Architectury conflict was fixed.
- Party detection was completely broken and is fixed: teammates could still damage each other and the railgun still hit allies.
- Third-party melee weapons could not trigger Dice Blessing and now can: melee detection is back to a blacklist (only bare hands / shields / ranged-only items / blocks / gun bodies / non-weapon tools are excluded).
- Mobs spamming milk to clear effects (server lag) is fixed; "Mark" can now be cleared with milk.
- The Ninja sign's active was almost unusable and is fixed (it now requires fewer than 9 cards played this round).
- King's Power's 8-point cost now always applies; the Sweeper sign's attack/defense bonuses now survive death.
- "The guidebook is re-issued every launch" is fixed; parsing the guidebook recipes without Patchouli installed no longer errors.
- Accessories slot icons render again; Fabric's "Concealment" effect gained its HUD icon.
- Permanent status effects now display ∞; status effects now show a description (values, duration, trigger).
- Medkit's infinite healing via relog / dimension changes is fixed (it only resolves when actually equipped and on respawn).
- Repeated star coin payouts from re-entering the shop are fixed; a full inventory no longer blocks chip shop purchases (the chip drops at your feet).
- Chip Shop's purple-black missing texture, backwards screen, Card Shop not facing the placer, and wrong break particles are fixed; the Chip Shop was added to the axe mineable tag.
- Damage effect cards occasionally dealing 1 less damage is fixed; Fabric 1.20.1's halved FX duration is fixed; hit sounds no longer stack.
- Jirai-ko's active resolving multiple times on natural expiry is fixed; two Kangel PvP misjudgements are fixed (the fan marker and the wearer's indicator no longer share one status).
- Card picker: non-interactive card frames, dropping cards on death, session leaks, swapping with occupied slots when dragging back, and permanent sessions after an open failure are all fixed.
- Misaki discount face: with the Misaki sign equipped, the shop shelf draws the discounted "Meito Gawu-chan" face (3 points); unequipping restores the original face.
- The Repulsion item is hidden from the creative tab and JEI; chips in the creative tab / JEI are now sorted by rarity (the five archetype groups and their order are unchanged).
Text and guidebook
- The guidebook gained a "Blocks" category (with the Card Shop recipe page) and a pink cover; a new "Combat system changes" entry summarizes this development line's combat changes for players.
- Guidebook defense examples now use the real base:
2 + armor×0.30 + 0.85×toughness, and1 defense = 1 ÷ armor coefficient armor(≈3.33 for players, 2.5 for mobs). - Internal-mechanic notes were removed from tooltips and the guidebook, and the three damage effect cards' descriptions were trimmed to "how to use + magic damage".
License changes
- Source code is now GPL-3.0-only: from 1.5.0 on, the source, Gradle scripts,
tools/andscripts/utilities anddocs/are released under GPLv3 (version 3 only). - 1.3.7 and earlier remain MIT (all four lines' releases and pre-releases); that grant is irrevocable.
- In-game assets (textures, models, animations, particles, GUI, fonts, sounds, guidebook text) remain CC BY-NC-SA 4.0;
recipes / loot / tags / worldgen JSON and
lang/*.jsonfollow the code into GPL-3.0-only. - StarEngine switched to GPL-3.0-only as of 1.1.0 (its 1.0.0–1.0.12 and already-distributed 1.1.0-pre.x builds remain MIT).
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