Magnetism 0.1.1 (NeoForge 1.21.1)
Curse Maven Snippet
What's new
## Magnetism 0.1.1
### New
- **Magnetic Sensor:** a Hall-effect plate that sticks to any face. It outputs redstone from the
magnetic field in front of it (one level per 0.1 T) and a full signal when something magnetic
passes, like a minecart, a floating platform or a mob in iron armour.
- **Hand magnet settings screen** (sneak + right-click): pole, attract or repel, on/off and a
9-slot whitelist/blacklist item filter.
- **Advancements:** a Magnetism tab with 14 advancements, from finding magnetite to riding a
maglev, using the elevator and catching storm lightning.
- **Server config** (magnetism-server.toml): magnet range and strength, hand magnet reach,
lightning rod attraction radius and energy per strike, elevator energy use and max height.
### Improved
- **Ponder (hold W):** every block now has its own scene, built around it, showing what it does,
ways to use it and a tip — 23 scenes in total, none shared between blocks.
- **Create-style "Hold Shift" summaries** on every block and item.
- **Engineer's Goggles** show stored energy and status on Batteries, the Active Lightning Rod
and the Magnetic Elevator.
- **JEI information pages** for magnet blocks, pole pieces, hand magnets, the Collector Magnet,
Active Lightning Rod, Magnetic Elevator, Floating Platform, Magnetic Sensor, maglev rails,
the Field Meter, ferrite and magnetite ore.
### Changed
- The Magnetic Elevator only uses energy while it is carrying something.
This mod has no additional files

