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Infx

An all-new gameplay experience featuring a new crafting system, brand-new dimensions, and a redesigned progression path.
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infx-0v5.jar

File nameinfx-0v5.jar
Uploader
inxupsinxups
Uploaded
Aug 15, 2026
Downloads
17
Size
7.2 MB
Mod Loaders
NeoForge
File ID
8654191
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:infx-1634439:8654191"

Learn more about Curse Maven

What's new

New Features

  • Added dirt blocks to the "Sliding" and "Collapse" dirt tags.
  • Gravity-affected dirt now inherits all block behaviors set to slide/fall.
  • Removed fragile unit tests that hardcoded adjustable attack speeds and quality thresholds.
  • Added delayed collapse and slope sliding mechanics for dirt with specific tags, including falling-block landing reservation handling and configurable collapse delay time.
  • Migrated default food configs, furnace fuel heat values, gelatinous dissolving properties, and mob spawn rules to reloadable data/infx datapack resources; fuel and corrosive-ground classifications now use data tags.
  • Removed fragile test assertions that hardcoded registry, directory, and resource-list counts.
  • Integrated the Jupiter config system: server common config is saved to config/infx/infx-common.json, editable in-game by OPs on a config screen and synced to clients; client display preferences are saved to config/infx/infx-client.json. Survival, progression, production, world, and entity rules can now be controlled separately, along with food hints and special moon phase rendering.
  • Development test mode is now enabled via Jupiter config: server development.testMode controls vanilly server management, permission, and world rule allowances; client development.testMode controls F3, world creation, brightness, LAN commands, and dev hints. It no longer reads the JVM's infx.testMode parameter, nor requires client and server switches to match.
  • Added server datapack rule reloads: food_profiles, fuel_heat, harvest_rules, gelatinous_dissolving, and mob_spawn_rules. Rules support exact item/block IDs and tag targets, overriding stably by priority, target specificity, and rule ID, while preserving existing INFX strategy when rules are absent. Entity spawn rules take effect after the original placement type and base spawn checks pass, with configurable overworld height, probability, ceiling, and floor block conditions.
  • Added raw silver, raw mithril, and raw adamantite ore items with corresponding textures. Silver ore / deepslate silver ore / mithril ore / deepslate mithril ore / adamantite ore / deepslate adamantite ore no longer drop the block itself but drop 1 corresponding raw ore (affected by Fortune; Silk Touch still drops the ore block). Smelting recipes for the three ores changed to raw ore → ingot (XP and duration unchanged: silver 15 / mithril 40 / adamantite 100, duration 200); the ore blocks themselves are no longer smeltable.
  • Shears right-click silk harvest now overrides vanilla "shears-only" drop blocks: vines, glow lichen (per attached face), seagrass, short grass, fern, nether sprouts, hanging roots, dripleaf, tall grass / large fern / tall seagrass, and other blocks that previously couldn't drop their own block form can now be harvested by right-click (tall grass / large fern / tall seagrass drop 2 of their short variants). Cobwebs are harvested by right-click as the cobweb block, while left-click still drops string (other tools drop nothing on break). To this end, drop calls now use a vanilla shears stack enchanted with Silk Touch, hitting the vanilla match_tool items:minecraft:shears loot condition branch.
  • Pale Garden vegetation included in the shears valid tag: pale hanging moss, pale moss block, pale moss carpet, and fallen leaves can be harvested by right-click with shears and quickly broken by left-click; carpet types (#wool_carpets) added to left-click quick-break range.
  • Mushroom growth mechanics aligned with MITE: brown/red mushrooms now have 0–3 four-stage growth progress (growth); random ticks changed to 1% spread (max 5 of the same type within 9×3×9, 4-step random walk, new individuals start at stage 0, brown mushrooms on mycelium only spread at 1/4 probability); brown mushrooms have a 2% chance to naturally become giant; brown mushrooms have a 7% chance to convert wet, fertilized farmland below into mycelium (removing the instant "planting converts to mycelium" conversion). Dung ripening changed to a 50% chance to advance one stage (consumed even on failure, only applies to legal targets): clicking a brown mushroom (mycelium below + indoor) or red mushroom (grass block below + open sky) consumes the dung and ripens it; clicking a mushroom on regular farmland only fertilizes the farmland below (redirect trap, does not ripen the mushroom); clicking mycelium/grass block itself forwards to the mushroom above. Bone meal no longer works on mushrooms (only dung can ripen them). Mycelium self-maintenance changed to MITE behavior: becomes dirt when covered by water, 75% chance to skip the random tick, in dark (≤13) + indoor has a 1/256 chance to grow a brown mushroom above (≤2 mushrooms within 9×5×9), otherwise 8 attempts to spread to dirt/grass/farmland; in bright open-air daylight it reverts to dirt. Behavior changes: surface mycelium on overworld mushroom islands degrades to dirt in daylight (MITE-expected behavior); dung on illegal targets (brown mushroom not on mycelium / red mushroom not on grass) is no longer consumed; mushrooms planted on farmland no longer instantly convert to mycelium.

Balance Adjustments

  • Reduced blueberry generation.
  • Pumpkin decomposition now yields only one seed.
  • Shears durability cost for shearing wool changed from 1 to MITE's 50 per use (128 uses for iron shears); shearable entities like mooshrooms are likewise affected.
  • Increased interaction range by 0.25.
  • A substantial increase in the quantity of minerals formed.

Bug Fixes

  • Fixed fertilizer being repeatedly eaten/consumed.
  • Fixed leather armor being unable to be repaired with rubber bands in the crafting grid: added the infx:repair recipe type and the infx:leather_repair recipe — place 1 damaged leather armor piece + 1 rubber band in a 2×2 crafting grid to repair (each rubber band repairs 2 durability), preserving original quality/color/enchantments. Repair doesn't consume XP or reroll quality, and can be crafted in the inventory (hands-level).
  • Fixed water flow destroying grass plants and dropping wheat seeds: short grass / tall grass / fern / large fern destroyed by water flow (or bucket dumping, source-less explosions) no longer drop wheat seeds; player harvesting and livestock trampling are unaffected.
  • Fixed JEI not showing the transfer items (+) button on mod workbench screens: previously each recipe tier was registered to JEI's same transfer key by multiple workbenches, overwriting each other so only the highest-tier workbench worked and all others lacked the + button. Now each recipe tier registers only one transfer handler independent of the workbench menu type, gated by workbench tier — workbenches below the recipe's requirement hide the + button (e.g., the copper workbench doesn't show the transfer button for mithril recipes), while compliant workbenches (including downward-compatible ones) transfer normally.
  • Fixed smelting XP: charcoal smelting fixed at 0 XP (deterministically 0, replacing vanilla's 0.15 random fractional rounding); mineral smelting XP changed to fixed per-item values — gold (incl. deepslate gold ore/nether gold ore/raw gold) 20, iron (incl. deepslate iron ore/raw iron) 10, lapis lazuli 20, diamond 30, redstone 20, emerald 20, copper (incl. deepslate copper ore/raw copper) 10, silver 15, mithril 40, adamantite 100, nether quartz 10. Covers all vanilla mineral smelting recipes and the vanilla minecraft:charcoal recipe, with output and duration unchanged.
  • Fixed shears left-click being unable to break hand-mineable blocks like torches: for non-shears-tag blocks that don't require the correct tool (torch/redstone torch/lantern/button/lever/rail/dirt/sand/planks, etc.), shears now allow breaking per hand behavior — hardness-0 blocks break instantly without durability cost; blocks requiring tools (stone/ore/log, etc.) still cannot be broken with shears, consistent with MITE's and swords' existing semantics.

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