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Hextale

Study hextech crystals and essences, distil them in brass machines and burn runes into your tools
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HexTale 1.0.0-beta.2

File namehextale-neoforge-26.3-1.0.0-beta.2.jar
Uploader
PockyPocky
Uploaded
Oct 21, 2026
Downloads
8
Size
3.6 MB
Mod Loaders
NeoForge
File ID
9273141
Type
B
Beta
Supported game versions
  • 26.3

Curse Maven Snippet

NeoForge

implementation "curse.maven:hextale-1751402:9273141"

Learn more about Curse Maven

What's new

Added

Every hextech tool and every working device now takes runes, and most runes are gifts you feel while you work: luck, free buffs, rare golden finds. A rune that works shows it with a puff of dust in its colour. Runes are still found as scrolls in treasure chests, so every scroll you find now has more places to go.

  • Hextech pickaxe, eight new runes: Haste (a chance of Haste while digging, Haste II at three stars), Fertility (drops as with Fortune, on top of the enchantment), Radiance (more experience from ores, now and then some from stone), Breath (a chance to be fed a little; under water every block gives breath back), Banishing (Night Vision while digging in the dark), Fireproofing (Fire Resistance the moment a block opens lava), Eternal Flame (in the dark a hex wisp may stay where the block was - a mote of cold light that lights the tunnel for good and goes out at a touch) and Mending (wear may be shrugged off and a point mended).
  • Hextech axe, shovel and sword take up to four runes like the pickaxe; a grindstone takes them off.
    • Axe: Gravity (the whole tree comes down at one blow, its leaves too; sneak for one block; a log wall without leaves is never felled), Growth (a tree cut at its foot is planted again, from a sapling in your bag or with a chance out of nothing), Pollen (leaves as with Fortune), Corrosion (a blow may eat through armour: more damage and the armour wears), Haste, Mending, Lens.
    • Shovel: Cache (soil, sand and gravel may hide a treasure - bones, flint, nuggets, clay, an emerald, a pottery sherd, a diamond, even a rune scroll), Erosion (digs 3 x 3 of soil, 3 x 3 x 2 at three stars; never the stone among it), Fertility (grass and soil give seeds, bulbs and saplings), Haste, Mending, Lens.
    • Sword: Withering (a blow may heal you), Chain Lightning (a blow may jump on as lightning to the hostile creatures around), Spoils (more loot, as with Looting), Radiance (more experience), Bellows (a kill may give Strength), Flash (the first blow on an unhurt creature strikes harder), Engraving (a kill may leave the head of a zombie, skeleton, creeper or piglin), Mending, Lens.
  • Whirl Reaper, three runes instead of two and six new ones: Fertility (a reaped crop may be bonemealed at once), Pollen (one or two more of the produce), Photosynthesis (now and then a golden carrot, a glistering melon slice or a golden apple), Spring (every harvest wets the farmland around and may quicken the plants next to it), Radiance (harvests give experience, gathered over the reaper) and Dam (a whirl may cost no wind).
  • Hex Sawmill, three runes instead of two and six new ones: Growth (a planted sapling may grow a stage at once), Pollen (leaves as with Fortune), Blades (a log may give one more), Photosynthesis (a felled tree may leave a golden apple), Hush (bee nests and hives on a felled tree come down whole, bees and honey inside) and Dam (a tree may cost no wind).
  • Hex Furnace takes up to three runes (it alone on the altar) and keeps them when broken: Forge (each ore may give one more ingot), Radiance (more experience), Eternal Flame (a melt may burn no fuel), Bellows (the longer it works without a pause, the faster it melts, up to three times), Reforging (iron, gold and copper tools and armour melt into ingots, not a nugget) and Lens.
  • The guide shows the runes of the reaper, the sawmill, the furnace and the three tools under their recipes, and JEI lists them with their numbers per star.

Chemtech begins: the cheap, dirty answer to hextech - chemicals instead of crystals, a green flame, rust.

  • Crucible brews (researched at the Research Table): a catalyst thrown into boiling water that holds its essences turns the water into doses of a brew, one kind at a time; a glass bottle takes a dose as a Chem Vial. Five brews: Combustible Mix (coal into fire and ash), Growth Tonic (bone meal into plant and sap), Coolant (a snowball into cold and ice), Glow Mix (glowstone dust into light and slime, over soul fire at least) and Acid (a fermented spider eye into venom and decay, only over a Chem Burner). Hotter brews say what heat they need.
  • Thrown vials splash: the growth tonic makes the plants around shoot up and young animals grow up, the coolant puts fire out and freezes lava into obsidian, the glow mix leaves patches of cold green Chem Glow on the blocks around, the acid eats away the stone around (ores stay), rusts iron blocks, weathers copper and burns monsters. Dispensers throw them too. A vial of combustible mix burns in any furnace as long as a blaze rod.
  • Chem Burner (researched, made at the Hex Workbench): a riveted iron stove with a green window, the hottest heat there is. It heats a crucible, an alembic, a separator (which then burns no blaze powder) or a Hex Furnace (which then needs no fuel) standing on it, and burns only while that machine has work. It feeds on vials of combustible mix (by hand or hoppers) or on any essence through pipes at its back and sides - the separator's dark unknown waste burns twice as long. Up to three runes: Eternal Flame (fuel may last twice as long), Steam (a brew boiled over it may give one more dose), Radiance (brews give experience), Fireproofing (players beside it keep Fire Resistance) and Lens.
  • Chem Glass (glass dropped into water holding venom) and its panes, Rusted Plating (iron blocks splashed with acid) with stairs, slabs and riveted plating.
  • The guide's chemtech branch has the brews, the glass, the burner and the plating in place of their sketches; JEI lists the brews.

Shimmer: a bright violet liquid boiled from cave flowers and the healing of an axolotl - strong fuel, a strong draught with no price to pay (yet), and the first bridge from chemtech to hextech.

  • Shimmerbloom grows in bloom caves deep underground: some stretches of caves glow violet from wall to wall, carpeted with Shimmer Moss and hung with blooms from the ceiling, and most caves have none at all. Bone meal makes a new bloom take root nearby; it goes into a flower pot. Shimmer Moss and its carpet glow faintly.
  • Axolotl Tank (researched, made at the Hex Workbench): an axolotl brought in a bucket lives in it, swimming slowly round; fed fish (by hand or hopper) or a bucket of tropical fish, it sheds a lump of Regenerative Slime every 90 seconds. Nothing is done to the animal, and an empty bucket takes it out again whole. Up to three runes: Spring (one more slime), Haste (sooner), Dam (a meal spared), Healing (Regeneration for players around), Radiance (experience) and Lens.
  • Raw Shimmer: regenerative slime thrown into boiling water holding dream and light (from dissolved blooms), over soul fire or hotter. It burns in a Chem Burner twice as long as combustible mix, in a pink flame.
  • Chem Still (researched, made at the Hex Workbench): a copper pot still over a Chem Burner refines two raw vials into one of Refined Shimmer; the boiler's sight glass and the receiver show the liquids. Up to three runes: Steam (a second vial), Haste, Radiance and Purification (now and then a Synthetic Crystal grows out of the purest drops).
  • Refined Shimmer is drunk: a minute of Strength II, Speed, Resistance, Haste and Regeneration II, then two minutes before the next vial works - no downside. It is the longest-burning fuel there is.
  • Pink Brazier (researched, made at the Hex Workbench): burns shimmer in a cold pink flame; every two seconds a few plants in its light grow a stage. Up to three runes: Shift (its light reaches further), Pollen (a plant may grow as if bone-mealed), Healing (Regeneration for players in its light), Eternal Flame (a vial may burn twice as long) and Lens.
  • Synthetic Crystal (researched, made at the Hex Workbench from amethyst, hextech dust and refined shimmer): cheap grown hextech that the workbench burns for charge.
  • The guide's shimmer branch has its real steps in place of the sketches; JEI and Jade show the new devices.

The Lab Bench: chemtech is no longer worked out on the parchment - it is found out in a flask.

  • Lab Bench (made at the Hex Workbench): a two-block bench with a tiled top, a flask in a ring stand over a small burner, a rack of droppers and an open journal. A glass bottle on the stand is the flask; the droppers fill from the Essence Jars of pure essence within 5 blocks, and every drop runs from its jar into the flask.
  • Every chemtech topic is worked out here: the Chem Burner, the Axolotl Tank, the Chem Still, the Pink Brazier, the Synthetic Crystal, the Magic Tree Sprout and every brew - Combustible Mix, Growth Tonic, Coolant, Glow Mix, Acid and Raw Shimmer each on its own. The Crucible brews only what you have worked out.
  • The chemistry is the essences': every compound forms from its two parents, but only in its own heat zone on the thermometer (cold, cool, warm, hot, searing), and what forms heats the flask further. Pick a topic in the bench's journal, let drops fall, turn the flame and watch the liquid change colour, bubble and flash as compounds form. Make enough of the topic's compound, pure enough, put its sample on the bench and seal the flask: Research Notes come out.
  • Side reactions steal what you add at the wrong heat or in the wrong order; gas and searing heat build pressure - vent it (some of everything leaves with the steam) or the flask bursts and everything in it is lost. A zone you have seen a compound form in is written into your journal and marked on the thermometer.
  • Up to three runes: Dam (a drop may cost no essence), Tempering (pressure builds slower), Haste (reactions run faster), Radiance (experience for every sealed flask), Heat Eater (a flask about to burst may let its pressure out by itself) and Lens.
  • JEI shows every way the mod makes something: Lab Bench experiments (what the flask must hold and the reactions that lead there), what the Chem Burner and the Pink Brazier burn and for how long, the Chem Still, the Axolotl Tank, stone soaked under a Drain Valve and a rune written onto a blank scroll at the altar.
  • Hextech dust, and now and then a lump of unstable hextech, lie in dungeon chests: mineshafts, desert and jungle temples, outposts, ruined portals and shipwrecks; strongholds, mansions, ancient cities, the Nether, the End and trial chamber vaults hold more.
  • Shimmerbloom grows on cave walls too, and hangs from bloom cave ceilings in clusters; a bloom can be set on a wall by hand, and bone meal spreads blooms onto walls as well.
  • The Separator's essence picker lights up the essences the mixture in its flask holds and says how much of each; the others stay dim.
  • A device's page in the diary has two tabs: its description and the runes it takes.

Changed

  • JEI: crucible recipes list their essences in a column with the millibuckets beside each, the brews say how hot the crucible must be, and every simple step is laid out the same way. "Rune on a Pickaxe" is now "Burning a Rune In".
  • Essences are simpler: twenty-two instead of eighty - the nine primals and thirteen compounds of two primals (Steam, Magma, Ash, Plant, Crystal, Ore, Cold, Sap, Beast, Decay, Magic, Rift, Circuit). An item carries one to three of them, and the plain things of the world carry one: stone and gravel are earth, coal is fire, seeds are life, feathers are air, ink sacs are shadow, glowstone dust is light, iron is metal, redstone is lightning, snowballs and seagrass are water - boiled in the alembic they are ink at once, with no separator. Jars, stickers and essence items of older worlds keep their liquid as the essence it was folded into. Every essence has a new icon.
  • The first research is gentle: the parchments of chapters I and II ask for three inks, each paying two opposite directions of the hexagon - the topic's two primals and a primal found everywhere (or, in chapter II, their compound). Only chapter III asks for six.
  • A rune of two primals that make no compound is paid with both primals, half and half.
  • The Whirl Reaper and the Hex Sawmill run on air essence (wind is gone).
  • Lab Bench topics ask for the new compounds, and Acid and Coolant brew from decay or cold with water.
  • The Separator does nothing with a mixture that holds none of the chosen essence (it used to pass it all on as the rest); the screen and Jade say so.
  • The guide begins with the diary, and the diary points at unstable hextech; the rune lore now follows the altar.
  • Texts: the guide no longer says that devices keep their runes when broken, and the Separator's page no longer tells how its sides are set (its screen shows that).

Fixed

  • The altar named the right refusal when a rune did not fit a reaper or a sawmill, or when they were full.
  • A long caption under a recipe in the guide ran out of the page; it now wraps.
  • JEI: the millibuckets of crucible essences ran into each other, the plus sign in Hextech Working covered a slot, and the workbench charge and the furnace's research note were cut off.

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