Lumina World 0.0.13
Curse Maven Snippet
What's new
Changelog
All notable changes to Lumina, newest first. Version numbers follow the mod's own mod_version; the Minecraft target is 1.21.1 (Fabric) throughout.
0.0.13
The first release since 0.0.12.2. That version was a world of crystals, fluids and metals with a handful of slabs. This one adds the two halves the mod was missing: a building system that takes the block grid apart, and a survival system that replaces the health bar with a body.
Nothing was removed. Every block, item, fluid and effect from 0.0.12.2 still exists under the same id, so an existing world loads unchanged.
| 0.0.12.2 | 0.0.13 | |
|---|---|---|
| Blocks | 141 | 818 |
| Items | 59 | 99 |
| Recipes | 20 | 1004 |
| Loot tables | 107 | 413 |
| Creative tabs | 2 | 4 |
| Game rules | 0 | 13 |
| Enchantments | 0 | 2 |
Added — Building
Host slabs (282 new blocks, new creative tab) A slab for nearly every full block in the game that never had one: logs, leaves, glass, terracotta, concrete, ore, copper in every weathering stage, hay, mushroom blocks, glazed terracotta and more. Each one inherits the behaviour of the block it was cut from, not just its texture:
- magma burns, ore drops its ore and its experience, glass needs Silk Touch, ice is slippery
- leaves take their colour from the biome and are see-through on Fancy graphics
- copper weathers over time and can be waxed with a honeycomb
- logs can be stripped with an axe — including while standing on their side
- soul soil, hay, moss, mud and the rest keep their footstep sounds and particles
Corner blocks (389 new blocks, new creative tab) A quarter of a block, for nearly every full block. Fill one corner or all four, mix materials within one block space, and set them upright or lying on any of the three axes — the click position decides, the way slabs do. Diagonal walls, rounded towers and tapered edges without the staircase look.
Loose material layers Sand, red sand, gravel and clay now lie in thin layers one to eight deep, the way snow does.
Material inside other blocks Loose material and carpet can occupy the space another block leaves empty — sand settling into an upright slab, gravel resting in a bell, a carpet lying in a corner block. 27 host block types were taught to hold it: doors, fences, gates, walls, stairs, slabs, anvils, cauldrons (all five kinds), chests, ender chests, bells, brewing stands, grindstones, stonecutters, flower pots, decorated pots, pressure plates, buttons, trapdoors and panes. The host keeps working — the chest still opens, the bell still rings — and the footstep sound follows the material you are standing on.
Plants inside blocks A flower or a sapling can live inside a host block instead of needing a block of its own.
Placement preview A see-through copy of the block that would appear if you clicked right now, drawn by running the real placement logic — so it always agrees with what actually happens.
Partial-block feedback Break progress, break particles and the selection outline now follow the actual piece you are aiming at rather than the whole block space, for slabs, corners and hosted material. Pick-block picks the piece under the crosshair.
Wet ground Ground next to water darkens, and the darkening creeps outward over about ten seconds rather than snapping on. Drying creeps back the same way. Water the player places gets its own random pattern, so refilling the same hole never looks identical.
Added — The body system
Replaces the ten-heart bar with eight zones: head, torso, two arms, two legs, two feet, each with its own health, opened with a keybind (Open Body).
- Where a blow lands decides what it costs. Armour counts only where it actually sits.
- Consequences per zone: hurt legs and feet slow you, hurt arms cost reach, mining speed and attack strength, a hurt head narrows and shortens your view.
- Scars. A zone ruined and mended all the way back becomes tougher against blows and slower to heal, up to a limit.
- Natural healing stops at half, and never touches a ruined zone — that needs treatment.
Going down, and the fate dice Instead of dying you go down. A d10 and a d100 are thrown on screen; 50 or higher is a success, three successes put you back on your feet, three failures do not. Dice are a finite stock: each collapse spends one, and with none left a killing blow is simply death.
Crystal hearts (6 new items) The only route to permanently more health. Each belongs to one part of the body — Noctis to the head, Gaia to the torso, Solstral to the arms, Zephyrium to the legs, Glacium to the feet — and Aurium grants an extra fate die instead.
Two enchantments
- Warding thickens the piece it sits on; the zones it covers take a smaller share of every hit and the rest of the body takes the difference.
- Evenness flattens the spread instead, so no zone is a weak point and none is well covered.
Treatment (5 new items) Bandage, splint, salve, aurium elixir and the elixir bottle. A bandage puts health back; a splint makes a ruined limb work again. They are not four sizes of the same thing.
Thirst, temperature and smell Three needs beside hunger, each with its own HUD gauge.
- Thirst drains faster with exertion, in heat and under heavy armour; drinking any of the mod's fluids helps, and what each one gives is decided by what the item is.
- Felt temperature follows biome, time of day, wetness and clothing.
- Smell builds up and draws attention. Soap is the answer; soap is made from tallow and ash.
Clothing (12 new items) Four slots of their own, in three materials — linen (heat), wool (temperate), fur (cold). Shows on the player model and sits geometrically under armour.
Hit zones on mobs Where you strike counts on the other side too, projectiles included.
Tool requirement, and the first tools Almost nothing can be broken bare-handed, and hitting genuinely hard blocks hurts the arm you swung with (soil and wool do not). The way out:
- Bark (10 new items) stripped from logs, with the yield depending on how the log sits
- Plant fibre pulled from grass
- Loose stone, knocked out of soil — and throwable, for one heart of damage
- Crude hand axe, the first real tool
Fire starter Two sticks and a piece of flint, held against wood and worked until it smokes and catches. It only lights what would genuinely take a flame, and it lights campfires.
Added — Time, fire and the world
World clock The day runs slower, and how much slower depends on the biome the group is standing in — a desert day is not a tundra day. The majority decides, a change needs three samples in a row before it takes, and only overworld non-spectators get a vote.
Bed rest instead of night skip Sleeping no longer teleports the clock to morning; it runs the night through fast while everyone is in bed, using vanilla's own playersSleepingPercentage to decide when the group counts as resting. Phantoms now count days on the world clock, so "three days awake" still means three days at any speed. Weather runs on the same slower clock.
Campfires A lit campfire heals whoever sits by it — and sets alight whoever walks through it.
Beating out the flames Tapping sneak repeatedly while burning smothers the fire, counted server-side so it cannot be scripted faster than it can be played.
Glass shatters An arrow or a thrown stone breaks glass, through one shared rule so both agree on which blocks count.
Thrown stone entity Flies like a snowball, deals one heart, is consumed, and is read as a projectile — so the hit zones apply to it for free.
Added — Cobbled stone
cobbled_andesite, cobbled_diorite, cobbled_granite — behave like stone and cobblestone, drop from their base block, return the base block under Silk Touch, and slot into the mining core's stage chain (andesite → cobbled_andesite → bedrock).
Added — Commands and switches
/luminamod — one namespace for everything the mod can be told, requiring permission level 2. Three branches: body, fate and time. The full argument list is in the project description.
13 game rules, all defaulting to on and all changeable mid-game: luminaBodySystem, luminaSurvivalNeeds, luminaClothing, luminaFateDice, luminaTreatment, luminaMobHitZones, luminaToolRules, luminaCampfireHealing, luminaCampfireIgnites, luminaSelfExtinguish, luminaGlassBreaks, luminaBedRest, luminaTimeFlow.
The building half and the survival half run independently: turn the body system off and every block still works.
Changed
- Two new creative tabs, Lumina Slabs and Lumina Corners, both sorted by material in the same order, so the same block sits in the same place in both. Lumina World and Lumina Crystals are now grouped by crystal family.
- Texture folders tidied — the fire starter moved under
item/tools/, loose block textures into a subfolder of their own, and the mining core into one of its own. - Recipes and loot tables are generated rather than hand-written, which is most of the jump from 20 recipes to 1004 and from 107 loot tables to 413.
- Multi-fluid kept its Sodium and Lithium compatibility layers; nothing there changed.
Fixed
- Vertically placed log slabs could not be stripped with an axe.
- Leaf slabs and leaf corners rendered grey instead of taking their biome colour, and were opaque where vanilla leaves are see-through.
- Upright light-glass slabs and corners gave off no light, and a light block sharing its space with another block stopped glowing.
- Glass slabs showed their inner edge where two met, and mixed corner blocks could open a hole straight through the world.
- The placement preview drew the wrong texture, and vanished entirely at the moment a block would become full.
- The dirt path corner stood a pixel too high, and its side texture was taken from the wrong part of the sheet when lying down.
- Grass, podzol, mycelium and both nyliums showed bare dirt on their sides when lying down.
- Two corner blocks (grass block, dirt path) were missing entirely.
0.0.12.2
Previously published on CurseForge. Contained the six crystal families (buds, clusters, crystal blocks, crystalstone, molten and stamped forms), seven metals with their raw forms and ingots, six fluids with their bottles, buckets and cauldrons and their twelve status effects, the mining core, light glass in 16 colours, gem clumps, pieces and bags, and around forty hand-written slabs.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include