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Dimensional Mana

A NeoForge magic mod focusing on mana cultivation and elemental reactions.
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Dimensional Mana 1.1.1

File namedimensional_mana-1.1.1.jar
Uploader
MatsuchinnMatsuchinn
Uploaded
Oct 22, 2026
Downloads
15
Size
2.2 MB
Mod Loaders
NeoForge
File ID
9288523
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:dimensional-mana-1757933:9288523"

Learn more about Curse Maven

What's new

Changelog

1.1.1

  • Compatibility: Minecraft 1.21.1 / NeoForge 21.1 or later
  • Dependencies: Curios 9.5.1+ (required), JEI 19.64+ (optional)
  • Installation: Delete the old jar and place only dimensional_mana-1.1.1.jar into the mods folder.

This version focuses on four areas: the 12 elemental slimes overhaul, Elemental Plating, Mana Sense highlighting, and furnace–Mana Crystal Processing Table linkage, storage, and smelting line expansion. Details are organized by gameplay category below.


I. Elemental Slimes: 12 New Elemental Slime Variants

1. Twelve Variants

One slime per element, each with independent appearance, color scheme, sounds, basic spell, immunities, and weaknesses. All do not split on death and never attack proactively on Peaceful difficulty.

Variant Element Basic Spell Base Damage Primary Spawn Location
Mana Slime Arcane Arcane Ray 16 Near mana crystal veins, mana crystal caves
Fire Elemental Slime Fire Fireball 8 Overworld lava pools, Nether lava shores
Water Elemental Slime Water Water Bolt 6 Oceans, rivers, lakes; near water on rainy days
Ice Elemental Slime Ice Ice Spike 7 Snowy regions, ice plains, glaciers
Lightning Elemental Slime Lightning Electrocute 10 Lightning strike points during thunderstorms
Wood Elemental Slime Wood Thorns 6 Forests, grasslands, lush surface areas
Poison Elemental Slime Poison Poison Arrow 4 Swamps, mangrove swamps
Metal Elemental Slime Metal Sharpness 9 Underground mineshafts, abandoned mines, near iron ore
Wind Elemental Slime Wind Wind Blade 5 Overworld high altitude (Y > 100), 32 blocks above ground
Earth Elemental Slime Earth Rockfall 12 Natural caves, underground cavities
Light Elemental Slime Light Light Arrow 7 Noon, open sky, light level ≥ 13
Sound Elemental Slime Sound Sound Wave 6 Within 64–88 blocks of loud noises

2. Three Size Tiers

Tier Spawn Weight Health Size Damage Multiplier Drops
Baby 30% 8–16 1 block 0.5 40% ×1 powder
Mature 60% 25–50 2 blocks 1.0 60% ×1–2 powder, 15% lower-tier shard
Elite 10% 60–100 4 blocks 1.5 80% ×2–4 powder, 35% ×1–3 lower-tier, 5% mid-tier shard
  • Elemental slime hitboxes optimized.
  • Difficulty scaling: spell damage 20% / 60% / 100% / 140%, melee (physical + elemental) 1+1 / 2+3 / 3+5 / 4+7.
  • Each level of Looting multiplies each drop chance independently by 1.1.

3. Spawning Rules

  • Each player is checked every 5 seconds, with a 55% pass rate; spawning pauses if 10 slimes are already within 48 blocks.
  • Each check attempts up to 6 spawn points, each scanning 12 blocks downward, requiring "solid ground below, enough headroom above"; if not found, move to the next point.
  • On success, 1–2 slimes spawn; actual size is checked first to prevent elites from being stuck in walls.
  • When the player is underground, spawn points are offset ±8 blocks around the player's height, so slimes also spawn in mineshafts and ravines.
  • Variant determined by priority (first match wins): near lava → Fire; within 48 blocks of a mana crystal cave → Mana; within 5 blocks of a mana crystal vein with low/mid/high/peak/ transcendent 0.25% / 2.5% / 15% / 50% / 100% → Mana; raining and near water 10%, ocean/river/water edge → Water; snowy/glacier/ice spikes → Ice; swamp/mangrove → Poison; Y > 250 → Wind; noon open sky light ≥ 13 with 25% → Light; underground mineshaft/rails/near iron ore → Metal; other underground → Earth; forest/plains/meadow → Wood.
  • Mana crystal caves: queued quota spawns now use real landing points; the first 2 are always elites, total 2–4; quota-spawned Mana Slimes are now persistent and will not be cleared by vanilla spawning before the player arrives. If fewer than 4 are found within 64 blocks, they are replenished; caves already generated in old saves are also replenished.

4. AI: Fears, Dodges, Retaliates

  • Danger avoidance: moves away from creatures that counter its element, attackers that just damaged it, explosives like TNT/Creepers, and damaging blocks like lava, fire blocks, and cacti. When fleeing, it does not use pathfinding but instead gives movement control a continuous flee direction, preserving the hopping feel.
  • Fire Slime: takes 4 damage per second in rain (actual rain, not snow), actively seeks shelter from rain; immune to fire, can swim in lava.
  • Water Slime: takes a fixed 1 damage per second when standing on ice/snow blocks or in open snow; unaffected when in water or on water surface. Actively avoids ice and snow, prefers to stay in water in ice plains; ice plains have a higher proportion of Ice Slimes than Water Slimes.
  • Ice Slime: immune to the Frozen reaction.
  • Lightning Slime: when Electrocuted (Lightning + Water), heals instead of taking damage; lightning strikes fully heal it and grant 10 absorption; discharges to nearby 3 blocks every 0.5 seconds when in water or rain.
  • Same species do not attack each other: slimes no longer fight each other; when accidentally damaged by another creature, they prioritize retaliating against that creature.
  • Territorial aggression: only Lightning, Fire, Metal, Poison, and Mana retain this; players or creatures must stay within 12 blocks for Lightning 15s / Fire 30s / Metal 45s / Poison 35s / Mana 25s before being targeted; leaving immediately clears the timer. The "attack after staying too long" mechanic for the other seven is completely removed.
  • Attack when mining nearby: mining iron ore near a Metal Slime causes immediate attack; mining high-tier or above mana crystal ore near a Mana Slime does the same.
  • Attraction: Metal Slimes are attracted to players holding iron ingots/iron tools/wearing iron armor; Earth Slimes to players holding dirt/cobblestone; Wind Slimes to players holding wind charges.
  • Movement: Water Slimes can walk on water without sinking, +50% speed underwater; Fire Slimes +50% in lava; Wind Slimes have built-in slow-fall flight.
  • No idling after targeting: after locking onto a target, they pursue continuously; if they cannot catch up, they give up and return to wandering.

5. Taming and Companions

Slime How to Tame After Taming
Metal Right-click feed iron ingot, 50% each time, can keep feeding on failure Ceasefire; produces 1–3 gold nuggets every 10 minutes within 16 blocks of owner (5% chance replaced by gold/iron ingot)
Earth Feed dirt (1 point) or cobblestone (2 points), accumulate 10 points, can mix Can be saddled and ridden, hops forward with directional keys; returns saddle on death
Wind Right-click feed wind charge, tames directly Can be led with lead; produces 1 wind element crystal powder every 24000 ticks
Sound Note block within 16 blocks for 10 consecutive seconds or jukebox for 5 consecutive seconds, 50% Grants shard reward each full playback (5-minute cooldown)
Mana Right-click feed transcendent mana crystal, tames directly +1 Mana per second within 4 blocks, stacks up to 4 layers
  • Successful taming reports "Tamed successfully" in chat.
  • Right-clicking a tamed slime with an empty hand shows "Already tamed" and will not let you feed it for nothing.
  • Right-clicking an untamed Metal/Earth/Wind/Sound slime with an empty hand tells you what to feed it.
  • Only tamed slimes can be leashed.

6. Appearance and Sound

  • All 12 textures are drawn at 128×64 (16×16 effective pixels per face), with three expression sets: dot eyes (Sound/Wood/Wind/Light), calm eyes (Mana/Water/Ice/Metal/Earth), angry eyes (Lightning/Fire/Poison).
  • Each slime has its own sound; hopping, landing, hurt, death, and random ambient sounds share one timbre set.
  • Earth Slime's saddle texture no longer clips into the model.

7. Bestiary

The Tome of All Magic Knowledge adds a "Bestiary" chapter: 12 slimes each get a page detailing elemental attributes, spawn conditions, health and damage, special mechanics, drops, resistances, and weaknesses. Click an icon for details, back button returns to overview.

8. Other Related Adjustments

  • Swamp biomes greatly reduce Water Slime proportion, with Poison Slimes as the majority.
  • Natural elemental application from grass and sunlight each changed to trigger at most once every 120 seconds (spell and attack application unaffected).
  • Curios slot data completed (back/body/amulet/hands/head/ring, and registered player entity); trinkets like Identification Goggles can now be worn properly.

II. Elemental Plating (Armor and Shields)

At the Mana Crystal Processing Table, apply elemental crystal powder to armor or shields for elemental protection independent of vanilla enchantments.

Recipe and Cost

  • Armor: 1 armor piece in center, 1 matching elemental crystal powder in each of the 8 surrounding slots → 200 Mana, 15 seconds.
  • Shield: 1 shield in center, 1 matching elemental crystal powder in each of the 8 surrounding slots → 40 Mana, 5 seconds.
  • All 12 elements can be plated (including Arcane, using Arcane elemental crystal powder).

Rules

Item Value
Max total layers per equipment piece 4 layers
Max layers per element 4 layers (can mix, e.g., 2 Fire + 2 Frost)
Per armor layer +5% resistance to that element
Full body 4 pieces × 4 layers = 16 layers = 80% resistance cap
Armor cost When taking damage of that element, each layer causes that armor piece to lose 1 extra durability
Per shield layer 25% chance to perfectly block that element damage while blocking (4 layers = 100% immunity)
Shield erosion While blocking and taking that element damage, extra durability loss of (damage ÷ 10 + 1) × layers
  • Element attribution includes not only this mod's damage types but also vanilla fire, lava, powder snow freeze, and lightning.
  • Removal: Place in a vanilla grindstone to clear all plating and enchantments; each layer removed returns 1–2 matching powder.
  • Appearance: Equipment name has a [Fire Plating I] prefix; tooltip lists resistance, block chance, durability cost, and total layers; perfect block flashes the element's shield effect on the shield face, and armor glows in the matching color when hit by that element.

III. Mana Sense: Through-Wall Highlighting

The intermediate Divination spell "Mana Sense" now actually marks targets:

  • Scans only the single chunk the player is standing in (16×16, full height).
  • Marked mana crystal ore shows an orange outline, high-mana creatures show a purple outline, visible through blocks, render distance 160 blocks.
  • Lasts 30 seconds.
  • Mined ore automatically loses its outline within half a second; killed creatures likewise.
  • Cast time 5 seconds, costs 90 Mana, cooldown 12 seconds.

IV. Furnaces: Vanilla Experience and Mana Linkage

1. Normal Smelting Grants Experience

Output Mana Forge Professional Mana Crystal Forge
Low-tier Mana Crystal 1 point 1.5 points
Mid-tier Mana Crystal 2 points 3 points
High-tier Mana Crystal 3 points 4.5 points
Peak-tier Mana Crystal 4 points 6 points
Transcendent Mana Crystal 5 points 7.5 points

Experience orbs only drop integers; fractional parts are converted to orbs by probability.

2. Back Against Processing Table → Charges Mana Instead

When the furnace's back (the side without the opening) is placed against the Mana Crystal Processing Table, linkage activates: products no longer grant experience but are converted to Mana charged into the table.

Output Mana Forge Professional Mana Crystal Forge
Normal products (iron, gold, etc.) 1 point 3 points
Low-tier Mana Crystal 25 50
Mid-tier Mana Crystal 100 200
High-tier Mana Crystal 400 800
Peak-tier Mana Crystal 1000 2000
Transcendent Mana Crystal 4000 8000
  • Processing table cap is 20000; excess is wasted.
  • Purple Mana streams flow from the furnace back into the table, making linkage visible at a glance.
  • Removing the table or changing the furnace's facing automatically ends linkage, returning to experience-dropping mode on pickup.

V. Mana Crystal Processing Table

  • Mana retention: When the table is broken, stored Mana is recorded on the dropped machine, tooltip shows "Stored Mana: x / 20000", and it restores automatically when placed again.
  • Contents scatter: Items in the 3×3 crafting slots, right output slot, and lower fuel slot all scatter in place the moment the block is broken; they will not be carried with the machine.
  • Professional Mana Crystal Forge recipe moved to the table: see next section.

VI. Smelting and Recipe Adjustments

1. Silk Touch Blocks Can Now Be Smelted

Previously, ore blocks obtained with Silk Touch (the enchantment that drops blocks as-is) could only be placed and re-mined, and transcendent mana crystal clusters had no smelting recipe at all. Now all five blocks are connected to the smelting line, recognized by all four furnace types (unit: seconds):

Input Output Normal Furnace Blast Furnace Mana Forge Professional Forge
Low-tier Mana Crystal Ore Block Low-tier Mana Crystal 16 8 4 1
Mid-tier Mana Crystal Ore Block Mid-tier Mana Crystal 32 16 8 2
High-tier Mana Crystal Ore Block High-tier Mana Crystal 64 32 16 4
Peak-tier Mana Crystal Ore Block Peak-tier Mana Crystal 600 300 120 30
Transcendent Mana Crystal Cluster Transcendent Mana Crystal 600 300 240 60

Experience follows the 1 / 2 / 3 / 4 / 5 and 1.5 / 3 / 4.5 / 6 / 7.5 above; linkage charging is based on "what is smelted out", so smelting a transcendent cluster and smelting a transcendent crystal cost the same.

2. Professional Mana Crystal Forge Now Crafted at the Table

The old crafting table 3×3 recipe has been removed. Now place in the Mana Crystal Processing Table:

Costs 800 Mana, 10 seconds.

3. Refined Mana Component → Precision Mana Component

  • Chinese name changed to "精制魔构件" (Precision Mana Component).
  • Processing table recipe's bottom-right center empty slot filled with an amethyst block, other eight slots unchanged, still 1800 Mana / 90 seconds.
  • Tome and JEI recipe hints updated accordingly.

VII. Other Adjustments

  • Ancient Magic Altar rebuilt: changed to a circular open-air altar with radius seven, outer ring of polished deepslate edging + a ring of crying obsidian "magic circle light band", four-direction gatehouses with soul lanterns, purple carpet avenues, corner spires, central three-tier pedestal holding the stele (soul lantern at each of the stele's four corners). Removed two floating carpets; no more floating decorations in the structure.
  • Condense Battle Qi: While standing still, hold Alt + Z to consume 1 Mana per 10 ticks to condense 1 Battle Qi (not exceeding cap). Server re-verifies "stationary"; spamming does not work.
  • Battle Qi cap growth: When taking damage exceeding 80% of max health in one hit, 25% chance to permanently increase cap; chances for +1 / +2 / +4 / +8 are 65% / 25% / 9% / 1%, max 2 times per game day, with a notification in the upper right.
  • Spawn queue: Adventurers and altar guardians changed to "queue on chunk load, spawn during server tick", no longer silently lost because the chunk has not truly entered the world.
  • Mod cover image: Added dist/mod_cover.png and generation script.
  • Tome: Added "Bestiary" chapter; Device chapter adds "Elemental Plating" and "Furnace Linkage" pages; fixed the issue where the Elemental Plating page was silently dropped due to a wrong page number, making it unfindable in the book.

Compatibility Notes

  • Old saves work directly; just replace the jar. Do not keep two versions in mods at the same time.
  • This version removes the old professional_crystal_furnace crafting table recipe; already-crafted machines and placed machines are unaffected.
  • Elemental Plating data is stored on the item (custom_data) and will not be lost when updating versions.
  • "Machines with stored Mana" dropped from the Mana Crystal Processing Table will be treated as empty when opened in older versions, so avoid repeatedly dismantling across versions.