FireFly's Simple Tweaks 2.2.8 for Fabric 1.21.1
Curse Maven Snippet
What's new
v2.2.8 — seven elements · every moon/star reaction has its own rider · four-bar HUD
New enchantments (+3 / −2) — 127 total
- MYSTERY: Resonance Core (elemental reactions stack up to 2+level; a full stack makes the next hit ×2.4 and resets) · Moon Blessing (water-family reactions become lunar damage) · Star Blessing (frost-family reactions become stellar damage)
- Removed: Physical Conversion / Physical Protection (the physical element is gone)
Elements
- "Physical" is no longer an element: only Fire / Frost / Lightning / Water / Nature / Dark / Light remain. Damage no element claims (a plain swing) stays out of the elemental table, ignores elemental affinity mitigation and shows a grey number;
true_damageis the new fallback damage type - Existing worlds migrate automatically (element ordinals shifted, old saves carry a scheme version) — old Light mobs no longer fall off the end of the list
- Elemental Supremacy now also answers hits: attaches 0.5 units of the countering element and reflects 4%/level (80% at max), plus a heal lock of 1 tick per level (1 s at max). Its mitigation zone now covers non-elemental damage too (true / venom / reflection excluded)
- Resonance Core: every elemental reaction adds a stack (cap 2+level, +4% elemental damage each); at full stacks the next hit lands ×2.4 and the stacks reset
- Moon / Star Blessing: each covers one reaction family (water → moon, frost → star) and converts reaction damage into lunar / stellar damage (armour-bypassing, crit-capable). Their floating label reads "Lunar <reaction>" / "Star <reaction>"
- Every reaction now has its own rider:
- Moon: Mist (+25% lunar damage taken for 6 s) · Arc (40% jumps to the nearest other enemy within 6 blocks) · Seed (blooms after 1.5 s, 40% in 3 blocks, heals you 20%) · Cleanse (removes one debuff, or ×1.5 when you have none)
- Star: Burst (×1.8) · Veil (absorption shield equal to the damage) · Detonation (35% + knockback in 4 blocks) · Theft (steals one buff, or ×1.3 when the target has none) · Seal (3 s heal lock) · Fracture (+10% damage taken for 5 s)
- Mobs attach elements too: conversion scales with mob level (1% per 5 levels, capped at 50%, none below level 5) and a hit attaches 1 unit of that element to you — previously elements only flowed player → mob
- Level curve retuned: gear power references (armour / attack / enchant levels) and the level weight were rebalanced, so the same loadout now faces lower mob levels (iron+bare hands 11 → 5, full diamond enchanted 19 → 11, full modded 36 → 22)
Client
- Four bar-style HUD rows: health / armour / toughness / hunger, with a damage trail on the health bar, absorption as a golden bar above it, tweened fills; armour and toughness hide at zero; the rows also render in creative; can be turned off in the config to restore vanilla
- The toughness row uses a shield glyph instead of reusing the armour icon; the other three keep vanilla icons
Fixes
- 🔴 Elemental damage numbers disappeared entirely when you carried an absorption shield (the split was dropped as a "heal") — both halves now show
- 🔴 Shield Bash's rider was converted a second time by the element engine (double hit, double mark)
- 🔴 Heavenly Punishment amplified elemental riders as if they were swings
- Affinity / Supremacy mitigation never applied to non-elemental damage
Engineering
- 17 static build checks + 17 in-game gametests
- Build counter reset (
cleanupCountReset)
Requires: Minecraft 1.21.1 · Fabric Loader ≥ 0.16 · Fabric API 0.116.17+1.21.1 · Fabric Language Kotlin 1.12.3+kotlin.2.0.21
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

