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Hextale

A magic mod inspired by Arcane's hextech. Break things down into essences and burn runes into your tools
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HexTale 1.10.0

File namehextale-neoforge-26.3-1.10.0.jar
Uploader
PockyPocky
Uploaded
Nov 7, 2026
Downloads
17
Size
11.8 MB
Mod Loaders
NeoForge
File ID
9492112
Type
R
Release
Supported game versions
  • 26.3

Curse Maven Snippet

NeoForge

implementation "curse.maven:hextale-1751402:9492112"

Learn more about Curse Maven

What's new

Added

  • The Prosector, the first boss. Research and make a Seer's Eye on the altar, then right click the ground anywhere in your world: the ground is marked ring by ring and it comes up through it. The Eye is spent. Refused on Peaceful.
  • It hits hard and heals: every living Specimen gives it health back, up to its last milestone. More players make it tougher.
  • What hurts it, it studies. Damage of one kind (blade, shot, blast or magic) fills that kind's sac; then it writes the kind down as a Specimen that hangs in the air nearby. While that jar lives the kind does little damage, and it answers with a mimic of your own tool, a copy of which it holds up: a giant sweep, quills fired back, a lobbed cyst, a rune circle under your feet. Break the jar, with anything, and it forgets and drops low and open.
  • Three phases: Observation, Dissection, where hexagon cells of the ground open in patterns and throw off whoever stands on them, and Proof, where it hides behind a wrong-jointed copy of the player who hurt it most. Its moves all start with their own sound and show on the ground first, laid over the hills. Excision pays for its power by sticking its scalpel in the ground, and a raised shield snags the Retractor's hooks.
  • It fights round the spot it was called to and breaks no block. Hits from outside the fight do nothing. Leaving is safe: with nobody left it keeps the last milestone and sleeps at that spot until someone comes near. Every number is in hextale-prosector.toml.
  • A kill drops random loot: Riftmetal, Void Pearls, Hextech Gemstones and other high materials, something rare like a Nether Star or a totem, three star rune scrolls, a step in the diary and, rarely, the rune Anatomy for swords: the more of one creature kind a sword has killed, the harder it hits that kind.
  • Theatre Tiles with stairs and a slab, and the Watching Eye.
  • Hex Vault (research after the Hexcore, made on the Hexcore only): a store of items behind a floating door. Its gate is a stone platform 7 wide and 5 deep with two White Gold Pillars and a White Gold Inlay under the door. Set the vault between the pillars and use Hextech Dust on the gate: the vault rises and unfolds into a hexagon of six bars and six petals held by nothing, and it works at once. While the gate is broken a vault only gives items back.
  • Items in it take no slots: each weighs its essence points, at least 1, and all share one capacity, so cheap bulk is light and treasure is heavy. Lamps on the frame fill with what is held, and a full vault refuses and flashes. The door parts for anyone who comes near, and the kinds that take up the most room drift in the space behind it. Items live with the world: a broken vault drops one item that remembers everything, and that item survives fire and blasts and never despawns. Hoppers, pipes and pylons use it as a normal inventory, a comparator reads how full it is, Jade and the goggles show the totals. Containers holding items stay out; 4,096 kinds at most. Runes: Hoard (more room), Thrift, Mending (worn tools inside mend), Radiance (experience for new heights only).
  • Its screen, the same at the vault, a terminal and a Pocket Terminal: the grid grows with the window up to 18 columns and 14 rows, amounts read 1.2K and 3.4M, and tabs of the nine essences filter studied items. The search field is ready as soon as it opens, remembers what it held and finds names and, for studied items, essence names; sorting by count, name or weight, either way round. Left click takes a stack, right click half, Shift + click sends to the inventory, Shift + wheel moves one item out or back, a double click fills the inventory, a stack dragged onto the grid goes in, one button stores the inventory but not the hotbar, and a middle click or Alt + click pins an item to the row on top, where it stays with nothing left. A capacity bar sits over the grid and a line under it says what taking costs and why a vault refuses. JEI's keys work on what is under the mouse. A right click on the vault or its door only opens the screen.
  • Storage Cube: on the gate's platform or against it it gives more room, twelve at most.
  • Storage Terminal: the same screen from any distance and any dimension, tied by Unstable Hextech used on the vault while sneaking and the Rift Link Crystal it gives used on the terminal. Storing is free; each take through it costs an eighth of a mB of rift essence from jars nearby, and with dry jars takes only slow down to one every 3 seconds. Hoppers and pipes do not work on it. Taking at the vault and all automation stay free.
  • Pocket Terminal: a terminal in the hand, tied by using it with the crystal in the other hand. It pays from jars around you, so on the road it runs at the slow rate.
  • White gold stone for the vault's gate: White Gold Tiles with stairs and a slab, White Gold Inlay and White Gold Pillar. The storage research opens them; the Awakened Workbench makes the tiles from quartz blocks and gemstone dust, and the inlay and the pillar from the tiles.
  • Shimmer Mutations (chemtech, Lab Bench research Shimmer Mutation): a Shimmer Injector holds four vials of refined shimmer, one dose per shot, for an adult animal you tamed. The animal grows, gets glowing eyes, violet veins and motes, and keeps the gifts for 5 in-game days unless dosed again; then it turns back unharmed. A dose adds a little Thinning. Wolf: Shimmer Hound, three times the health, regenerates, pounces from up to 8 blocks and its bite knocks back. Horse, donkey, mule or camel: Shimmer Steed, big speed and jump, no fall damage, and it swims with its rider. Cat: Shimmer Panther, takes a saddle, carries you fast and rears up to climb walls. Parrot: Shimmer Raptor, carries you in the air, jump flaps at the cost of its wind (a bar over the experience bar), it glides with its wings spread without any and rests on the ground. Sneak-click with the injector shows the days left. A mutation never ends under a rider.
  • Chem Jet Tank (chemtech, Lab Bench research Chem Jets): a Chem Tank or Tank Chestplate with two Jet Nozzles at the Hex Workbench, and the fuel stays in. Hold jump in the air to climb, up to 6, 9 or 12 blocks a second by fuel, and steer with the movement keys. H (a key of its own) holds height: jump climbs, sneak sinks, a landing ends it. One action per 4 ticks of thrust, a full tank lasts about half an hour, no Thinning. Flames in the fuel's colour from both nozzles and a low roar, seen and heard by everyone near. Chem-steel boots jump first, then a tap of jump in the air opens a Skypack or elytra and a hold fires the jets.
  • Chem Carboy (chemtech, Lab Bench research): a two-block flask that holds one brew, 256 doses. Vials, hoppers, pylons, other mods' pipes and a crucible beside it fill it, and an empty bottle takes a vial at the tap. Chem Burners, Stills, Vats, Pink Braziers and set-down Chem Tanks within 5 blocks draw from it by themselves; burners and braziers take the weakest fuel in reach first, and fires never draw refined shimmer (a vial put in by hand still burns). The brew shows in the windows with a level line and bubbles, shimmer glows, and the plate on the neck shows the brew. A comparator reads the level, Jade and the goggles show the doses, and a broken carboy keeps its brew. A creative carboy comes with it: a vial picks the brew, and it never runs out.
  • Vial Rack (chemtech, Lab Bench research): shows 8 vials of any brew, standing on a floor or hung on a wall. Each place is clicked by itself, like a chiseled bookshelf. Hoppers, pylons and other mods' pipes fill and empty it, a comparator counts the vials.
  • Chem Lumen (chemtech, Lab Bench research): a gas street lamp for a floor, a wall or a ceiling. Light 15 with a green flame and a thread of smoke, and it needs no fuel.
  • Chem Fittings (chemtech, one Lab Bench research for the whole set): Gas Cylinders with a green, rust or shimmer band (sneak to lay one down, dye changes the band), a Wall Valve Wheel that turns on a click and does nothing else, Rusted Catwalks in the lower or upper half of a block, Rusted Railings along a block's edges with posts on their free ends (over a lower-half catwalk they stand on its deck), Hazard Plating and a Rusted Ladder.
  • Herdkeeper (hextech, Lab Bench research): a trough with a crook and a bell. For a little life essence from nearby jars it gathers from grown passive animals around it what they would drop, without hurting or breeding them: leather and beef from cows, feathers, chicken and eggs from chickens, and so on, modded animals too. Each animal then rests for 5 minutes, so a bigger herd gives more. Produce goes into a container touching it, or pops out of the trough. Takes runes.
  • Chain Launcher (chemtech, Lab Bench research): a hand-held pneumatic harpoon that shoots ziplines of 4 to 50 blocks, at most 60 degrees steep. While you hold it, a hologram shows the line. A Chain Post rises where you stand; the chain raises another post on a floor or a ceiling, and bites into a wall with a claw. Shoot again from a post to join a second line to it: rides run on through a post where lines meet. It takes no chains and lasts six lines. Click the chain or an end to hang on a trolley: downhill rides are free and reach 19 blocks a second, forward drives the trolley's motor on the fuel of a worn Chem Tank at 9, 12 or 15 by fuel, back brakes, Shift lets go and keeps your speed. A last end slows you softly and sets you down still moving. Over low ground you draw up towards the chain and ride on. You walk through Chain Posts. Breaking an end takes its lines down.
  • Biter Grenades (chemtech, Lab Bench research): thrown, a grenade clamps its jaw onto the first creature it hits, rides along with it and bursts 2 seconds later. The blast hurts everything close by, you too, but breaks no blocks and spares your pets. A throw that hits nobody lands and hops at enemies it sees, three times at most, then bursts where it is. Its blast carries far, the thrower always hears the bite, and it goes off in a staged fireball with a shake of the view.
  • Unmaking (chemtech, Lab Bench research after Transmutation): a little essence in the Crucible takes made things apart again: wool into string, glass into sand, bricks and terracotta into clay, quartz and amethyst blocks into their shards, and more. The diary and JEI show all of them.
  • Transmutation: leather and rotten flesh turn into each other.
  • Chem-Steel Helmet: a respirator. While your worn tank holds fuel you breathe under water, for 1 action every 10 seconds there, and bubbles rise from the filters.
  • Chem-Steel Boots: pneumatics. While your worn tank holds fuel you can jump once more in the air for 1 action, 1 to 1.5 blocks high by fuel, with steam from the heels. Falls hurt 50 to 80% less by fuel. Press jump again to open a glider.
  • Budding Void Crystal (#8): rock that grows Void Crystal buds on its free sides, up to full clusters, slower than budding amethyst. It lies in clutches in the Void past the Threshold, more of them further in. No piston moves it and it drops nothing, so it is farmed where it lies. The Void Lens shows it, and buddingVoidCrystalGrowth in hextale-synced.toml sets the speed.

Changed

  • A set-down Chem Tank or Chem Jet Tank takes fuel vials from pylons and other mods' pipes, not only from hoppers.
  • The Crystal Battery is retired. The Awakened Workbench now takes runes at the altar, up to three: Hoard (holds 150, 300 or 600 charge), Chain Lightning (shares charge with the benches in reach, reaches further and feeds faster), Thrift (a crystal may give 50% more) and Sunlight Cell (charges itself by day under open sky or glass). A comparator reads a bench's charge, and a broken bench keeps its runes and charge.
  • Every Awakened Workbench feeds a Bulwark heart within 4 blocks, no rune needed; a refill there uses up as much Unstable Hextech as one by hand.
  • The Hexcore ritual takes a Rune Stele where it took a Crystal Battery.
  • Old worlds: Crystal Batteries keep working, but have no recipe and are gone from the creative tab, JEI and the diary. Breaking one gives back its runes as Rune Scrolls with their stars and its charge as Unstable Hextech.
  • A tank that goes into an Awakened Workbench recipe keeps its fuel: a Chem Tank made into a Tank Chestplate no longer comes out empty.
  • Strike Gauntlet: the charge is now a dash. Release it and you fly where you look, like a Riptide trident without the rain; a longer charge flies further. Every enemy on the way is hurt, and the end of the flight still breaks rock and throws creatures back. Falling does not hurt during the flight or at the landing after it. Fist blows now hit hard and also hurt what stands round the target. One gauntlet in each hand doubles all its damage. On a mount it still punches on the spot.
  • Grapple Gauntlet: a new look, a rope reel on a leather bracer with a rail and a loaded claw.
  • Nullstone is now called Dampstone, and the Null Lantern the Dampening Lantern, so the names say what they do. Blocks already in your world stay as they are.

Fixed

  • The 3D model in the Multiblocks category of JEI turns and builds itself again; it stood still on one frame (#10).
  • Item slots: 3D items are lit from the front, so tools, hand items and devices no longer read dark. The Chain Launcher and Grapple Gauntlet turn their working end towards you, the Biter Grenade shows its jaw.
  • Texts that named no real action now say the key, the item and the target: linking a Storage Terminal, folding a breach, linking Rift Gates, waking blocks with Hextech Dust, sealing the Chem Vat and about sixty more, in guide goals, status lines and JEI pages, in English and Russian.
  • Loot tables written the old way ignored their rules on 26.3, now they work: Crystal Cane gives a pod only when it has one, unripe Ember Wheat and Shimmer Bulbs give no harvest, Fortune works on those crops and on hollow and void crystal clusters and Rift Ore, void plants and curtains need shears or Silk Touch, tall ones drop once, explosions destroy part of the drops. A Chem Planter, Essence Sprinkler or Sap Tap keeps its runes when broken.
  • Grapple Gauntlet: a fall caught by a rope you reeled in no longer hurts.

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