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Infinite Earth's

A superhero multiverse, built one chapter at a time. Chapter One is out now: the Lantern Corps. More heroes, powers and worlds are on the way.
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Infiniteearths-1.1.0

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  • 26.3

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Changelog

1.1.0: The Emotional Spectrum

Each Lantern corps now has its own homeworld, its own people and its own rules.

Homeworlds

  • Ten new worlds, each a full world with its own terrain, sky, Central Power Battery and Warp Gate: Oa, Qward, Ysmault, Odym, Zamaron, Okaara, Nok, Ryut, the Sanctuary and Umbrax.

  • Getting there: in space, say "ring map" or "ring <world>" in chat, or use any Warp Gate (one stands at the Sector 2814 outpost). Oa is open to everyone. Other worlds open once that corps has chosen you. To leave, fly straight up.

  • Oa: the Guardians' Citadel, the Chamber of Fear, the Sciencells, and Kilowog's training arena with eight hoops.

  • Landmarks on every other world:

    • Qward's forge;
    • Ysmault's prison of the Five Inversions and its Blood Ocean;
    • Odym's colonnade;
    • Zamaron's crystal spires;
    • Larfleeze's ziggurat and vault on Okaara;
    • Nok's stone circle and hidden prison;
    • Ryut's graves;
    • the Sanctuary's Tree of Life;
    • Umbrax's monolith.
  • Every world feels alive:

    • Oa: rock spires, and fallen pieces of ancient alloy that still glow.
    • Qward: jagged black spikes.
    • Ysmault: the ribcages of giant beasts, and magma vents.
    • Zamaron: leaning crystal outcrops that glow inside.
    • Okaara: banded hoodoos, and boulders streaked with gold.
    • Ryut: bone-strewn craters and lonely graves.
    • Odym, Nok and the Sanctuary: forests, flowers and animals.
    • Each world also has its own drifting particles (ash, spores, sparks) and its own creatures: the dead walk on Ryut, magma cubes on Ysmault, endermen in Qward's shadows.
  • Real history on the planets: what humans actually sent lies where it came down, and your ring tells you its story when you find it:

    • Apollo 11's descent stage, flag and laser reflector on the Moon;
    • MESSENGER's impact crater on Mercury;
    • a Venera lander on Venus;
    • a Mars rover and its tracks;
    • Huygens and its parachute on Titan.
  • Weather on the planets: dust blows across Mars, volcanic ash drifts on Venus, methane drizzles on Titan, and frost falls on Pluto. The airless Moon and Mercury stay still.

  • The planets get surface detail:

    • the Moon: boulder fields and iron meteorites;
    • Mercury: scorched rock and impact glass;
    • Venus: volcanic chimneys;
    • Mars: wind-carved rocks;
    • Titan: boulders of water ice;
    • Pluto: towering nitrogen-ice spikes.
  • Mogo, the living planet: a new world for Green Lanterns. Mogo is a Green Lantern itself (it "doesn't socialise", because its gravity would tear other worlds apart). Its rolling forests wear a great band of green round the world. It's a place to recover: on Mogo you heal and your ring slowly refills, and every so often the planet speaks to you.

    • See it in space: Mogo now hangs in space beyond Mars as a real planet you can fly to. As in the comics, a band of green circles its equator, marked with the Corps' lantern symbol four times round. Far off it's a green globe; up close the band and the glowing symbols are laid out in the planet's own terrain. Dive into it to land. Ring-warp to Mogo from space and you come out beside it, facing it, so you can fly down. Fly up out of Mogo's sky to return to orbit above it.
  • Oa, deeper:

    • The Crypts of the Green Lantern Corps lie under the sands, reached by a mausoleum and a long stair: rows of fallen Lanterns in green crystal, and Sinestro's yellow sarcophagus set apart at the far end.
    • The Hall of Great Service holds the Corps' records and a chest with the Book of Oa, a real book of the Corps' history and law.
  • Ryut: two vast decayed hands burst from the ground near the Black Battery, as in Blackest Night #0.

  • Nok: the Indigo Tribe's village of round stone huts surrounds the stone circle.

  • The wilds: every homeworld's land between its landmarks is filled in from the comics:

    • giant trees and still pools on Odym, the Sanctuary and Mogo, and great mushrooms on Nok;
    • fissures on Qward, blood pools on Ysmault, gold veins through Okaara's hoodoos, petrified trees on Ryut.
  • Places to find on each world, each with a voice line from your ring and some with loot: Oa's Sector Houses and Memorial Hall, Qward's Weaponer forges and Thunderer barracks, Ysmault's Abominable Zone, Odym's monastery and pilgrim shrines, Zamaron's crystal city and prison, Okaara's battlefield and thieves' camp, Nok's workshop and Abin Sur's shrine, a crashed Green Lantern ship on Ryut, Mogo's ring beacon, and more.

  • Umbrax's captured worlds: farmhouses, temple corners, leaning towers and shards of frozen worlds, torn from the planets Umbrax has taken and stranded on its floating islands.

  • Corps members: every homeworld has its rank and file, Lanterns in their corps' suit who wander the plaza and have a word if you talk to them.

Parallax, the fear entity

The living embodiment of fear: the yellow entity the Guardians imprisoned in Oa's battery (it's why green rings were weak against yellow), until Sinestro woke it. Some twenty blocks from its horns to its stinger, it waits in a broken cage at the heart of a vast black-and-gold arena on Qward. Walk up to the cage and it bursts free.

A five-act battle, with titles across your screen as it changes:

  1. Awakening: the cage explodes and it rises, roaring.
  2. Fear Made Flesh: volleys of fear bolts (watch its maw gather light), diving lunges, and tail sweeps that blast everything around it.
  3. Possession: it climbs high and rains fear onto marked circles (get out of them). It takes over the monsters around it and calls up husks and phantoms.
  4. The Yellow Impurity: its tentacles seize a Lantern and drag them towards its maw (hurt it enough and it lets go). It heals off every frightened player, and its fear waves come faster.
  5. Last Stand: it raises four Fear Anchors and can't be hurt until you break them all. Then, cornered, it fights in a frenzy.

Waves of fear darken and slow anyone who hasn't mastered fear. Green Lanterns who haven't passed the Fear Trial only half-hurt it (and its anchors), and those who have hit hard. Yellow light barely touches it, and Blue hope hurts it most. Beat it for nether stars, gold, enchanted golden apples, lots of XP and the Hal Jordan (Parallax) suit. It comes back 20 minutes later.

Parallax infection. Parallax reaches into a Lantern through their ring, as it did Hal Jordan, but not everyone it touches: being seized by it infects about one Lantern in three, and only a few of its fear bolts take hold. Lanterns who've mastered fear are immune. It deepens in stages, and you can see it on the Lantern:

  1. Whispers (the first two minutes): Parallax speaks to you, and glowing green lines crack across your body.
  2. Fear (from two minutes): pulses of fear spill out of you onto everyone near, you hit 25% harder, and the lines spread.
  3. Possession (from five minutes): it eats a Green Lantern's ring and jumps to those around you. You look as Hal did as Parallax: the lines over most of your body, eyes burning white, white temples, and a ring on every finger.

Milk won't wash it out. Hope drives it out (a Blue Lantern's Mend or Purify), and so does will (swear your oath at a Central Battery, or pass the Fear Trial). Beat Parallax and it's gone for good: everyone it holds, anywhere, goes free, and it can never infect anyone who helped beat it again.

Korugar

  • A twelfth world: Korugar, Sinestro's homeworld in Sector 1417, for Sinestro Corps Lanterns. It's a dark world of high plateaus and deep, banded canyons under a dusky violet sky, with ash on the wind.
  • Korugar City: a ring of black, gold-tipped spires round the plaza, their windows lit yellow. Above them stands the colossal statue Sinestro raised to himself, his ring hand held out over the city.
  • Places to find:
    • districts of the city, with towers and walkways;
    • camps of the resistance that fought his rule (his own daughter, Soranik Natu, became a Green Lantern), with a stolen green battery;
    • shrines of the Sinestro Corps.
  • Lyssa Drak waits by Korugar's plaza: the Sinestro Corps' keeper of the Book of Parallax. She tells of Sinestro, Parallax and Soranik Natu, and gives any Sinestro Corps Lantern a copy of the Book of Parallax, a real book of the corps' history and law.

Oa's law and the oath

  • The Alpha Lanterns, the Corps' internal affairs (Boodikka, Varix, Chaselon, Kraken), Green Lanterns rebuilt with Manhunter technology, keep the peace on Oa.
    • Strike a Guardian, any of Oa's people, an Alpha or another player there, and they come for you, flying and firing.
    • When they've worn you down they don't kill you. They sentence you to 30 seconds in a Sciencell (a new, empty one beside the others), where nothing can hurt you and you can't get out.
  • Swear the oath: stand at your corps' Central Power Battery (on your homeworld, or one you raised) and say your corps' oath in chat. The famous opening of it counts too. The battery answers with a pillar of light into the sky and fills your ring, and you're Oathbound for 10 minutes: constructs 20% stronger, and your ring's power lasts twice as long.

The emotional entities

Each emotion of the spectrum has a living embodiment, and six of them now drift above their corps' worlds, as in Blackest Night and Brightest Day: Ion (will), a vast whale of green light, over Oa; the Butcher (rage), a horned bull-demon, over Ysmault; Adara (hope), a great blue bird, over Odym; the Predator (love), a faceless winged hunter, over Zamaron; Ophidian (avarice), a hooded serpent, over Okaara; and Proselyte (compassion), a squid-like creature, over Nok. Your ring names each the first time you see it.

A Lantern of the entity's colour who has passed that world's trial can fly up and touch it to become its host, as Kyle Rayner carried Ion and Atrocitus the Butcher. For 90 seconds you hit 75% harder, regenerate and resist harm, plus the entity's own gift:

  • Ion: your ring never runs dry.
  • The Butcher: raw strength.
  • Adara: every ally near you heals.
  • The Predator: whatever you hit is held fast.
  • Ophidian: you feed on what you hit, health and charge.
  • Proselyte: the monsters around you forget their hate.

While you carry an entity its light blazes round you, a full aura brighter than your own, so everyone can see who holds it.

Then it returns to its sky. You can carry one again after 10 minutes.

Krona, the renegade Oan who hunted the entities in the comics, comes to Oa for any Lantern who has carried three of them. He fights with a gauntlet that bends each entity in turn, a phase for each:

  1. Ion: beams of will.
  2. The Butcher: burning, raging charges.
  3. Adara: hope heals him whenever you let up.
  4. The Predator: love holds everyone near him fast.
  5. Ophidian: he drains your ring's light to heal himself.
  6. Proselyte: possessed constructs fight for him.

Beat him for nether stars, diamonds, enchanted golden apples, lots of XP and the Kyle Rayner (Ion) suit. He returns half an hour later.

Characters and trials

  • Meet the corps: the Guardians, Kilowog, Salaak (the Guardians' four-armed clarissi), Ch'p (the squirrel Lantern of H'lven), the Weaponer of Qward, Sinestro, Atrocitus, Bleez, Dex-Starr (the Red Lantern cat), Saint Walker, Ganthet and Sayd (the exiled Guardians who founded the Blue Lanterns), Queen Aga'po of Zamaron, Larfleeze and Glomulus, Indigo-1 and Black Hand. Right-click someone to talk; keep talking to hear their story.
  • Trials: most characters offer one, but only to Lanterns of their own colour; everyone else just gets a word or two. Passing a trial unlocks that corps' character suit and gives a lot of XP.
    • Kilowog's course: fly through the hoops, then smash his constructs.
    • The Fear Trial on Oa: a Green Lantern who passes loses the yellow weakness and hits yellow harder.
    • The Fear Chamber on Qward.
    • Odym's despairing pilgrims: stay beside each one until their hope returns.
    • The Crystal Trial on Zamaron: crystallise or cage the heartless, but never kill them.
    • Larfleeze's vault: beat the stolen identities and get a share of his hoard.
    • Nok's prisoners: bring them low until they yield, and kill none.
    • Ryut's Black Battery: outlast the risen dead.
    • The Blood Ocean of Ysmault: a Red Lantern who bathes in it gets their mind back.
    • Life, in the Sanctuary (White): stand by the Tree of Life and the Entity shows you the dying, withering round it. Stay beside each one until they live again, before the withering takes any of them. Unlocks the Kyle Rayner (White) suit (or reach level 20).
    • The Unseen, on Umbrax (Ultraviolet): stand at the battery while Umbrax's watchers walk the island. Their gaze shows as a trail of light. Last a minute without being seen three times: keep to their backs, sneak (they see half as far), or vanish. Unlocks the new Unseen suit.

The ring

  • A real aura: switch on your aura and your corps' light burns round you in layered shells of streaming energy, with wisps spiralling up, flame licking off your shoulders, motes drifting away, your corps' glyphs, and a ring of light on the ground while you hover. When you just fly or hover with the aura off, you get a clean solid outline in your corps' colour instead.
  • Universal translator: your ring translates the creatures around you: villagers, piglins, wolves, cats, parrots and more. Some things it still can't translate.
  • Ranks: every corps has five ranks, earned at Lantern levels 1, 5, 12, 20 and 30, and the ring tells you when you're promoted. Green Lanterns go from Rookie to Green Lantern, Senior Lantern, Honor Guard and Legend of the Corps; the Orange Lantern's top rank is Agent Orange. The Lantern Powers screen shows your rank.
  • Reserve force field: every ring keeps back a tenth of its power for an emergency field. If a killing blow lands and the ring still holds that reserve, the field takes the blow and you live, once every three minutes. Let your ring run dry and it can't save you.

Each corps' own constructs

  • Bubble (replaces the Dome), as in Lanterns: look at someone to wrap them in a glassy bubble of light that goes where they go, at a place to cover it with a dome, or at the sky for one round yourself. Sneak to leave a dome where you stand. No harm crosses it either way, it cushions falls, and monsters and arrows are kept out. Every corps now has five constructs only it can make, on top of its signature, all from the comics. They unlock at Lantern levels 3, 7, 12, 16 and 22, and the wheel describes each one.
  • Green:
    • Hal's Jet: Hal Jordan is a test pilot, and his jet fighter is one of his signature constructs. A full-size hard-light fighter, about 13 blocks long and 9 across, forms round you. It has a needle nose, a bubble canopy, chines and side intakes, swept wings with missiles, twin canted tail fins, and two engines with flickering afterburners. You lie in the cockpit and fly it for 10 seconds wherever you look, trailing contrails from the wingtips. It rams anything in its path, its cannons fire at hostiles ahead, and sneaking ejects you;
    • Gatling;
    • Ring Scan: finds creatures and the nearest rich ore;
    • Architect: John Stewart's solid hard-light bunker;
    • Brawler: Guy Gardner's flurry of fists.
  • Yellow:
    • Nightmare Beast, Terror, Parallax;
    • Fear Lodge: seal a target in a box of fear, as Sinestro Corps recruits are sealed on Qward;
    • Fear Spikes.
  • Red:
    • Blood Boil, Berserker;
    • Acid Spit: melts through stone;
    • Blood Prophecy: Atrocitus's blood magic reveals every creature around you, and the strongest;
    • Bloodbath.
  • Blue:
    • Mend;
    • Hope Surge: supercharges Green Lanterns;
    • Purify;
    • Hope Beacon: heals and recharges everyone near it;
    • Daybreak: a dawn of blue light, as when Saint Walker rekindled a dying sun.
  • Violet:
    • Love's Path: teleport to your pet;
    • Bloom, Crystal Fortress, Heart Lasso;
    • Conversion: a weakened foe becomes your ally.
  • Orange:
    • Siphon;
    • Hoard: steal every nearby creature's gear;
    • Orange Legion;
    • Larfleeze's Vault: your ender chest, anywhere;
    • Devour.
  • Indigo:
    • Empathy;
    • Tribe's Passage: teleport your whole group;
    • Absolution, Staff Strike;
    • Chain of Compassion: every hostile nearby stops fighting.
  • Black:
    • Emotional Drain, Nekron's Tether;
    • Black Plague: the infected rise as yours;
    • Grasping Dead: hands from below hold everything fast;
    • Black Rings: three targets, and any that die rise as yours.
  • White:
    • Resurrection, Genesis;
    • Spectrum: all seven lights at once;
    • Rebirth: everyone near you survives their next death;
    • Light of Creation: a beam that annihilates the dead.
  • Ultraviolet:
    • Unseen Light, Corruption, Eclipse;
    • Shadowstep: appear behind your target and strike;
    • Expose: everyone hits the target half again as hard.

Each corps is its own

  • Every corps' light behaves like its emotion: every construct (beams, fists, hammers, swords, drills, shield bashes) now carries its colour's nature:
    • Green: pure force;
    • Yellow: dread;
    • Red: volatile. Rage plasma sets targets alight and leaves a Rage Burn that keeps hurting for 5 seconds, even after the fire is out. It stacks up to 3 times and corrupts other rings;
    • Blue: heals you as you fight;
    • Violet: crystallises its target, encasing it on the fourth hit;
    • Orange: steals life;
    • Indigo: devastating to the undead;
    • Black: decay that feeds your ring;
    • White: sets the dead burning;
    • Ultraviolet: blinds and turns enemies on each other.
  • Every light looks different: each corps' constructs and hard-light blocks now have their own grain:
    • Green: a clean grid;
    • Yellow: jagged spikes;
    • Red: dripping, burning veins;
    • Blue: a soft glow;
    • Violet: crystal facets;
    • Orange: hoarded coins;
    • Indigo: tribal marks;
    • Black: cracks;
    • White: sparkles;
    • Ultraviolet: static.
  • Soaring trails: each corps leaves its own trail when you soar: Yellow smoke, Red flame, Blue glow, Violet hearts, Orange glints of gold, Indigo script, Black souls, White light, Ultraviolet reverse sparks.
  • Green: will surges when you're hurt; weak against yellow until you pass the Fear Trial.
  • Yellow: draws charge from fear nearby; fear constructs (cats for creepers, wolves for skeletons); senses fear.
  • Red: rage clouds the mind, so only beams, fists and napalm until you bathe in the Blood Ocean. Attackers are marked. On Ysmault the planet won't let you die (once every 10 minutes).
  • Blue: heals and hopes, and only shields while alone; near a Green Lantern its power grows. "All will be well" saves you from death once every 20 minutes.
  • Violet: crystal cures zombie villagers and calms hostiles; stronger near those you love.
  • Orange: always hungry, turns food into charge, and steals the identity of what it kills. There can only be one: beat another Orange Lantern and you take their ring.
  • Indigo: the Indigo staff (teleport to whoever is most hurt, recharge) and the language of Nok; hits calm their target.
  • Black: no hunger, rips hearts, weak to fire.
  • White: crops grow around you, and undead take triple damage.
  • Ultraviolet: control spreads to the mobs you hit.

Wardrobe

  • 15 character suits: Hal Jordan, John Stewart, Guy Gardner, Kyle Rayner, Jessica Cruz, Simon Baz, Sinestro, Atrocitus, Red Guy Gardner, Saint Walker, Carol Ferris, Larfleeze, Indigo-1, Black Hand and White Kyle Rayner, plus each corps' standard suit.
  • Swappable masks: domino, none, glowing eyes, hood, crab mask, emblem eye, full mask, tiara and corpse.
  • Earning them: suits come from Lantern levels and trials, and are cosmetic only. The Wardrobe shows how to unlock each one.

1.0.0: Infinite Earths, Chapter One: The Lantern Corps

The first release of Infinite Earths, a superhero multiverse built one chapter at a time. Chapter One is the Lantern Corps.

New in this update

  • New name: the mod is now Infinite Earths (it was "Lantern Corps"). The Lantern Corps are Chapter One, with more heroes, powers and worlds to come. New logo and banner.
  • Planets are full worlds: the Moon, Mercury, Venus, Mars, Titan and Pluto are each an endless world with Overworld-style terrain, caves and ores, plus their own sky and gravity. Dive into a planet from space to land on it; fly straight up out of its sky to return.
    • Mars: red dunes, mesas, deep canyons, giant volcanoes and polar ice. The Green Martian capital sits at the centre, with five more ruined temples across the planet.
    • Venus: volcanoes and lava lakes, with Mister Mind's lair at the centre.
    • Titan: dunes, ice mountains and methane seas, with the Saturnian temple at the centre.
    • The Moon: craters and dark seas, with Earth rising in the sky.
    • Mercury: cratered plains and towering cliffs.
    • Pluto: a giant heart-shaped plain of nitrogen ice, ringed by ice mountains.
  • Emptier space: asteroids now gather around the planets. The space between worlds is close to empty.
  • New constructs:
    • Giant Drill: bores a tunnel about 5 blocks wide straight through rock and drops everything it mines, ore included.
    • Great Sword: sweeps a huge blade through everything in front of you.
  • Underwater: a charged ring lets you breathe and see clearly underwater, and drives you along at speed when you sprint-swim.
  • Two rings at once (Dual Ring skill): every pair has its own upside and downside. You get the second corps' marks on your suit, and the second ring goes on your left hand.
  • A Red Lantern's ring is their heart: taking it off kills you, and you respawn still wearing it. A Blue Lantern's light, or a green ring burning it out, can free you safely.
  • Master the spectrum: once all nine other corps have chosen you, your rings merge into a White Lantern ring.
  • Faster flight: cruising is twice as fast and soaring tops out around 95 m/s. Tap Sprint while flying forward to soar; no need to hold it, and it ends when you stop going forward.
  • Construct wheel is now an overlay: you keep moving and looking around while you choose. Scroll to pick, left-click to select.
  • Custom particles: glowing ring-light motes, ground shockwaves, rising corps emblems and hard-light shards, all in your corps' colour.
  • Restyled menus: glowing panels, energy bars, themed buttons, and roomier, easier-to-read text and tooltips.
  • Rings go to your inventory: when a ring finds you, it goes into your inventory. Put it on when you choose.
  • Harder to earn: every ring after your first is harder to earn.

Fixes

  • Menus polished: the Wardrobe sizes itself to every suit and mask (nothing spills off the panel any more), fits long names like "Hal Jordan (Parallax)", and shows a bigger preview of you. The Lantern Powers tree spaces itself to fit above its buttons on any window size, and the star map's directions wrap on narrow windows.
  • Lasers and beams now come from your ring hand (your right), not from the left of your screen.
  • Holding R no longer flickers the construct wheel open and shut.
  • Legs no longer flap about while soaring.
  • Mister Mind's boss bar no longer stays on screen after he's beaten.
  • The dual-ring suit marks now show over the suit.

Also in Chapter One

  • Ten Lantern Corps: each has its own ring, battery, suit, strengths, weaknesses and signature power.
  • A skill tree with Flight, Constructs, Ring and Suit branches.
  • Flight: a Superman-style soar, a sonic boom and the superhero landing.
  • Soaring grabs: grab and smash mobs while soaring.
  • Hard-light constructs: beam, fist, sword, hammer, grab, shield with shield bash, dome, bridge, cage, drill, and your own saved blueprints.
  • Space: reached by flying up, with no loading screen.
  • Earth from space: a globe with clouds, a day and a night side, and a glowing atmosphere.
  • The solar system: gas giants that crush anyone who flies in, and Saturn's rings as a walkable asteroid belt.
  • The Sector 2814 outpost, which supercharges your ring.
  • Enemies: White Martians on Mars, and the three-act Mister Mind boss fight on Venus.
  • Central Power Batteries to recharge in a blaze of light.
  • A ring that talks: it speaks in chat and answers your questions.

Requirements

Minecraft 26.3 (Java), Fabric Loader, Fabric API. Needed on both the client and the server.

Works on dedicated servers: put the same jar (plus Fabric API) in the server's mods folder and every player's. You can leave allow-flight=false; Lantern flight is granted by the mod, so nobody gets kicked for flying.

Note

Worlds from earlier test builds won't keep their mod items, because the internal ID changed with the new name. Start a new world.

This mod has no additional files