Build a Spell v1.0.2 (MC 26.2)
Curse Maven Snippet
What's new
Fill stops reaching through walls. It used to measure distance alone, which made it a solid sphere of thirty blocks' radius that took no notice of the room it was cast in; it now fills the space the spell actually lands in and stops where that space stops. A hole in the ground fills to ground level, a sealed room fills to its ceiling, and Break clears the mass it hit rather than everything behind it.
Alongside it: Fortunate Son no longer duplicates a player's belongings when it kills them.
Supports: Minecraft 26.1.x (Java 25) · Minecraft 26.2 (Java 25) · Minecraft 1.21.1 (Java 21)
Fill
- Fill now fills the space the spell lands in, and stops where that space stops. It used to be a plain distance test, so it swept out a solid sphere of thirty blocks' radius and reached straight through stone into sealed rooms and caves on the far side. It now walks from block to touching block, which means it can only ever reach what the space it landed in actually connects to.
- Conjure and Create Water pour. They settle to the floor first and then rise a layer at a time, stopping at the height where the space would spill out: a hole in the ground fills to ground level and a sealed room fills to its ceiling. Cast one somewhere genuinely open and there is nothing holding the fill, so nothing is placed.
- Break and Evaporate Water follow the mass instead. Break clears the run of blocks it struck and stops at the open air, rather than hollowing out a sphere and taking the room behind the wall with it. Evaporate drains the body of water it was cast into and stops at the shore, instead of punching a hole through the middle and leaving the water standing around the gap.
- The Fill radius is now a limit rather than a shape. It still reaches thirty blocks by default, and Increased Area still does not widen it, but it now bounds how far the search may travel instead of describing what gets filled. A new server setting caps how many blocks one cast will touch, at 4096 by default. Wall and Floor still take priority over Fill, unchanged.
- The guidebook and the component reference describe the new Fill. Last release corrected them to say the sphere reached through walls, which was true of the spell at the time. That description is replaced by the one above.
Fixes
- Fortunate Son no longer duplicates a player's belongings. Killing a player with a Fortunate Son spell multiplied whatever dropped, and a player's death drops are their inventory rather than rolled loot, so it copied what they were carrying instead of granting extra loot. Fortunate Son now leaves player drops alone entirely and only ever affects the loot a creature rolls, which is what it was always meant to do.
- Fortunate Son can no longer make impossible stacks. Bonus drops stop at an item's own stack limit, so a mob's dropped sword can no longer come back as two of them.
- Fortunate Son's level is capped. Stacking it used to raise the underlying Fortune and Looting level without limit, and drops multiply in step with that level, so a tall stack multiplied a haul without bound. The effective level now stops at 3, and the cap is server-configurable.
Documentation
- Fortunate Son's guidebook page and reference entry now say what it does. Both said each stack raised the fortune and looting level with nothing stopping it, and neither drew any line between a creature and a player. They now give the cap of three and say plainly that a player's own belongings are left alone. On Minecraft 26.2 the page was further behind still: it was the launch-era text, describing Fortunate Son as a Fortune enchantment for block-breaking spells and mentioning neither Reap nor Looting.
- Create Water's reference entry claimed it placed a single water source block. It has always filled a sphere of the spell's range: the entry was simply wrong, and it is corrected alongside the Fill description above.
- The configuration summary was a file short and a count short. It listed four server config files where there are five, leaving out
wands.toml, and put the number of tunable gameplay values at roughly 150 where it is over 200.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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