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Magnetization

A Create: Aeronautics addon adding a full magnetism layer for Sable-driven contraptions: emitters that pull or push ships (electromagnets, anchors, tractor beams, repulsor coils, excavators), permanent and temporary magnets.
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Description

Magnetization

A NeoForge 1.21.1 addon for Create: Aeronautics that adds magnetic forces, anchors, and propulsion for Sable-driven contraptions.

Current release: 1.4.1. This hotfix completes the expandable Tokamak and Gas Detector behavior that 1.4.0 described prematurely; adds coolant loops, Railgun projectile auto-assembly, iron-oxide golems, active-thruster exhaust feedback, per-golem controls, and complete Ponder scene localization; and restores the MR Fluid Golem, Curios slots, EMP drains, MR Fluid redstone hardening, Solar Sail cutoff, metallic horse-armor interactions, and ship-mounted Railguns.

Requirements

  • Minecraft 1.21.1
  • NeoForge 21.1.219+ and below 22.0 for the complete required stack (Magnetization itself permits 21.1.200+; Create 6.0.10 sets the effective 21.1.219 floor; development uses 21.1.248)
  • Create 6.0.10+ (development uses the newer official Maven build 6.0.11-295)
  • Sable 2.0.3+
  • Create: Aeronautics 1.3.0+
  • Simulated 1.3.0+
  • TerraBlender 4.1.0.8+

Optional integrations (auto-detected when installed):

  • Jade, WTHIT, or The One Probe for live HUD information on Magnetization machines and emitters. Each viewer has its own master compatibility switch.
  • JEI, REI, or EMI for recipe browsing plus discovery pages covering magnetic materials, ores, fusion fuels, and the major machines. Each recipe viewer has its own master compatibility switch.
  • Just Enough Resources, a JEI add-on, adds synchronized distribution and drop charts for every Magnetization ore family, Helium-3 geodes, magnetic gravel, anomaly lodestone clusters, meteorites, petrified wood, and natural Helium/Radon pockets. compat.justEnoughResourcesCompatEnabled disables its registration.
  • Curios — adds three slots to the player: charm (Field Compass), back (Magnetic Grapple), hands (Repulsor Gun). The compass is purely passive — its needle and HUD overlay both read the slot directly. The grapple and gun are active and fire via configurable keybinds under Options → Controls → Key Binds → Magnetization. Default keys are unbound so they never collide with vanilla on first launch. compat.curiosCompatEnabled disables the complete package.
  • Patchouli — adds a craftable in-game guide covering basics, emitters, machines, fluids, propulsion, compatibility, and the complete rare-earth progression. compat.patchouliCompatEnabled gates the book registration, recipes, and automatic gift; restart after re-enabling it. The Book + Raw Magnetite and Book + Lodestone recovery recipes are enabled by default and independently configurable. The generic Book + Iron Ingot alternative defaults off because it may conflict with another mod's Patchouli guide-book recipe.
  • Create: AeroPortals — transfers Sable ships across dimensions, refreshes their derived magnetic state after traversal, and remaps paired Railgun Remotes to the transferred emitters. compat.aeroPortalsCompatEnabled disables the bridge. Verified against 1.3.0.
  • Immersive Aeronautics — preserves and refreshes a Sable ship's magnetic state when Immersive Portals moves it between dimensions. compat.immersivePortalsCompatEnabled disables cross-portal force and state projection. Verified against the 1.1.4 package and Immersive Portals Core 6.0.7.
  • Alex's Caves — active Azure and Scarlet Magnets project opposite-polarity fields to physics ships while AC retains ownership of entity movement, preventing doubled force. Neodymium materials drive magnet-slot machines, shared Permanent Magnet/levitation/Ferrofluid recipes bridge progression, and compat.alexsCavesPotionMode controls effect coexistence. The complete package has independent master, field, recipe, and force controls.
  • Create: Coasters Simulated — coaster cars react to magnetic fields like other Sable craft. The Structural Inducer recognizes rail-engaged coaster trains (including linked cars and riveted bodies) as one existing structure, while loose carts are ignored. compat.simulatedCoastersCompatEnabled is the master above the two independent behavior toggles.
  • Coasters Simulated: Track Styles — custom track geometries and independent anchor rail/spine colors coexist with the Coasters magnetic bridge. Styled circuits keep the same cart field reaction and Structural Inducer behavior; Magnetization also supplies the empty model omitted from the addon's 1.0.0 client resources. No extra toggle is needed because the addon adds presentation metadata rather than a new vehicle type. Verified against 1.0.0.
  • Create: Big Cannons — launched big-cannon shells, autocannon rounds, and their projectile bursts react to magnetic fields; cast iron, steel, Nethersteel, and cannon barrels receive magnetic/eddy-current material parity. Cannon carriages, gas clouds, and primed propellant remain excluded. A master switch sits above the projectile reaction and susceptibility controls.
  • Ore Excavation — bulk-excavates Magnetization ore deposits and Helium-3 geodes while preserving Ore Excavation's configured tools, blacklists, range, and excavation limits. compat.oreExcavationCompatEnabled disables the bridge.
  • Create Ore Excavation — adds condition-gated infinite-vein recipes for every Magnetization ore family—Magnetite, Maghemite, Pyrrhotite, Hematite, Titanomagnetite, Lithium, Bastnäsite, Monazite, Cobaltite, and Borax—plus Helium-3. The recipes remain absent when the addon or shared Ore Excavation compatibility setting is disabled; the four rare-earth veins also have independent, default-on switches for progression-sensitive packs.
  • Create: New Age — every native magnet emits a real field using CNA's published 1/2/4/8/24 strength ladder, with redstone reversing its presented pole. The same ladder drives machine-magnet potency; motors, Energisers, connectors, coils, and wires receive conductive roles; supplemental motor, generator-coil, and Energiser recipes accept Magnetization materials. Independently configurable and verified against 1.2.0.
  • Create: Cosmonautics — Magnetization Hydrogen is accepted through Cosmonautics' rocketnautics:rocket_fuel contract, its Magnetic Stabilizer contributes ferromagnetic ship susceptibility, and heat-stable Samarium-Cobalt alternatives cover the stabilizer, RCS/vector guidance, and both rocket-thruster tiers. compat.cosmonauticsCompatEnabled is the master above the recipe toggle; fluid/material tags remain datapack-controlled. Verified against published 26.08.307 (runtime mod ID rocketnautics).
  • Create Crafts & Additions — a powered Tesla Coil emits a field scaled by live FE charge and its damage triggers LIRM. Electric machines, accumulators, connectors, and metal parts receive magnetic/conductive roles; Permanent Magnet motor/alternator recipes bridge progression; standard FE sources continue to power Magnetization machines. Independently configurable and verified against 1.6.0.
  • Immersive Engineering — powered Electromagnets emit continuous charge-scaled fields, Tesla Coils emit pulsed fields, and Railgun Shots react to nearby fields. IE Mixer and Metal Press recipes produce Ferrofluid and Magnetic Plates; electrical machines receive eddy-current parity. Magnetization rods and ingots were evaluated as Railgun ammunition but are deliberately not registered: IE's projectile API is a global, non-reloadable runtime list, so it cannot honor this integration's live config controls cleanly and would create an intrusive balance change. Independently configurable and verified against 12.4.2-194.
  • Create: The Factory Must Grow — Hydrogen, Lithium, magnetic alloy ingots/plates, magnets, electrical machinery, and industrial fluids interoperate in both directions. All eleven TFMG virtual gases can be routed through a Gas Vent into buoyant, recoverable clouds for redstone or Gas Exciter illumination. TFMG magnets drive Magnetization's magnet-slot machines; molten steel drives the MHD Jet; lubricant/casting/steelmaking/component recipes bridge both progression trees. compat.tfmgCompatEnabled is the master above the recipe, cooling-fluid, gas-excitation, magnetic-fuel, and opt-in Polarizer controls; compat.tfmgCoolingFluidEnabled disables TFMG Cooling Fluid independently. Verified against published 1.2.0.
  • Create: Tracks — Track Mounts and all suspension/drive-wheel variants contribute to magnetic susceptibility. Tracked vehicles react as complete Sable craft, and the Structural Inducer preserves initialized Track Mount block entities when lifting a grounded vehicle. Verified against Tracks 1.0.1 with its required Offroad 1.3.0 runtime.
  • Create: Steam 'n' Rails NeoForge — magnetic force is projected along the rail and applied once to the shared train, so coupled cars accelerate or brake together without leaving the track graph. Locometal and mechanical train parts receive material parity, assembled trains remain outside Structural Inducer block capture, and the track coupler gains a Magnetization Ponder scene. compat.steamNRailsCompatEnabled gates all behavior and documentation hooks. Verified against 0.2.1.
  • Create: Diesel Generators — compact, modular, and huge engines retain their native Create kinetic/goggle behavior and their structural metal contributes ship susceptibility and eddy-current conduction. Chemical sprayers and turrets loaded with Ferrofluid apply Magnetized. Tanks, fermenters, barrels, fuel blocks, and encased pipes remain excluded. Independently configurable and verified against 1.21.1-1.3.15.
  • Create: Copycats+ — susceptibility is inferred from the persisted copied material for both single- and multi-material copycats, including after Sable/Structural Inducer assembly. Create goggles show the resolved magnetic class and a dedicated Ponder scene explains the behavior. compat.copycatsCompatEnabled disables the complete package. Verified against 3.0.4 for NeoForge 1.21.1.
  • Create: Enchantment Industry — metal processing machines participate as eddy-current conductors, while liquid/super experience and enchantment processing remain intentionally non-magnetic. The addon already supplies its own Create documentation, so compatibility is tag parity rather than a duplicate behavior hook. Verified against 2.4.2.
  • Create: Ender Transmission — its Energy Transmitter carries Create kinetic rotation, not NeoForge FE. Dedicated tests cover linked rotation, chunk tickets, Ferrofluid/fusion-gas transport, and preservation of Magnetization item data components. An experimental one-hop field relay is available but disabled by default. Verified against 2.1.1.
  • Magnetizing — its magnetite ingots are fungible with ours via c:ingots/magnetite; its block/item magnets and colored magnetite blocks count as ferromagnetic to our emitters; we honour its magnetizing:unmoveable_by_magnets entity tag so admins only need to curate one list.
  • Create: Magnetics — ingot/sheet/block all fungible via the c: tags; its Kinetic Magnet counts as a magnet for ship susceptibility; magnetized crystals are ferromagnetic items.
  • Simulated — its Redstone Magnet block is recognized as a magnet emitter, so any contraption carrying one gains susceptibility from it and naturally responds to our fields.
  • Broader metal coverage — common c: metal tags (steel, nickel, cobalt, zinc, brass, tin, lead, silver, osmium, uranium, aluminum, neodymium, electrum, invar, constantan, bronze) are all included in our ferromagnetic tags, so any tech/Create addon that populates them gets free integration: those ores/ingots/blocks act as ferromagnetic targets and count toward ship susceptibility when carried. Verified hits: Mekanism (osmium/lead/tin/uranium/refined alloys), Create: Crafts & Additions (electrum, wires, rods), Create: New Age (its authoritative magnet tag, Generator Coil, and conductive wire blocks), AlexsCaves (azure/scarlet neodymium ores/ingots/blocks + their magnets), Twilight Forest (knightmetal, steeleaf, ironwood, fiery armor sets).
  • AlexsCaves — Magnetron mobs (literally made of metal) and Ferrouslime are in our magnetizable entity tag. Their armor sets are recognized as magnetizable gear.
  • Twilight Forest — knightmetal/steeleaf/ironwood/fiery armor sets are in metal_armor and feed our magnetized-armor system.
  • Iron Chests / Sophisticated Storage — metal chest/barrel variants act as ferromagnetic blocks.
  • Modular Golems / Extra Golems / Cataclysm / Bosses of Mass Destruction — metallic golem entities and metal-themed bosses (Ignis, Netherite Monstrosity, Gauntlet) are magnetizable.
  • The Aether — Gravitite item and block tagged ferromagnetic (their "anti-gravity" stays — our pull is just additive).
  • Quark — Iron and Copper Oretoises are magnetizable.
  • Cross-mod lightning — Iron's Spells (Chain Lightning, Lightning Lance, Thunderstorm, Ascension), Cataclysm Scylla (Lightning Spear / Electric Shock), Alex's Caves Tesla + Magnetron arcs, IE Tesla Coil, Twilight Forest lightning all trigger LIRM stamping and log petrification on hit — same effect as a vanilla bolt. Driven by the #magnetization:lightning_sources damage-type tag; datapacks can add more sources without code changes.
  • FE/RF power — the redstone-powered field emitters and Railgun Emitters expose an IEnergyStorage capability. Any FE-providing mod (Create: C&A, Mekanism, Thermal, IE generators, AE2, etc.) can drive them. Internal 50 000 FE buffer, 10 FE/tick drain, 200 FE/tick max input. Admin config compat.allowRedstonePower / compat.allowEnergyPower toggle which sources are valid for these emitters; compat.allowRedstonePower does not affect propulsion machines, which use propulsion.allowRedstoneThrustPower.
  • Analog redstone throttling — off by default. Enable compat.analogRedstone* for a block and its field force follows the redstone level instead of being on/off: signal 1 = 200 N (Weak's force), signal 15 = 8000 N (Extreme's), ramped geometrically. See Configuration → compat.

New in 1.3.0 — Fusion, Railgun & the fuel overhaul

  • Fusion Thruster — an expandable flat-panel multiblock thruster for airships: a TOKAMAK_COIL perimeter around a fill of fusion cells. A bigger panel means exponentially more thrust; it burns the fusion fluids below (Helium-3 is the strongest and longest-running).
  • Railgun — a paired-rail accelerator: two parallel powered rails form an arc that grabs a ship or magnetic entity and launches it down the channel with force that grows exponentially with rail length, smashing obstructing blocks. Block breaking can be disabled from either paired emitter GUI. Runs automatically, or pair the Railgun Remote for a manual hold-then-fire workflow (trap a ship on the rail, board it, then fire the remote from hand). Rail length and power are uncapped by default; server owners can opt into a configurable maximum rail length.
  • Electrolyzer — a cauldron-style powered machine that splits water + FE into Hydrogen, the entry point of the fusion-fuel ladder: Water → Hydrogen → Deuterium → (+ Lithium) Tritium → Helium-3. Tritium is bred from Deuterium + Lithium; Helium-3 is enriched or found in rare deepslate/End geodes.
  • New worldgen — a minor Lithium ore (overworld + deepslate) and a rare Helium-3 Geode whose blocks drop Helium-3 Crystals. Nine crystals compact into Solid Helium-3, and the storage block unpacks back into nine crystals.
  • Expanded material families — Lithium, Pyrrhotite, Hematite, and Titanomagnetite now have complete tool, armor, and horse-armor sets. Ferromagnetic Alloy, Lithium, Raw Lithium, and Raw Gallium also have compact storage blocks alongside the existing iron-oxide families.
  • Rare-earth magnet progression — Bastnäsite, Monazite, Cobaltite, and Borax pass through crushing, washing, chemical reduction, alloy mixing, plate pressing, blanking, and sintering to produce heat-stable Samarium–Cobalt magnets and maximum-strength Neodymium–Iron–Boron magnets.
  • Rare-earth equipment — Samarium–Cobalt armor reduces fire/lava damage by 20% per piece. Magnetized Neodymium tools provide double personal harvesting pull, and a complete Neodymium armor set reduces field-driven movement by 75%.
  • Machine rebalance — the Tokamak now burns three fuel-cell tiers and supports configurable odd-edged structures from 3x3 through 15x15 by default: a Tokamak-Coil perimeter must surround a solid Reactor-Core interior (one core at 3x3, nine at 5x5, twenty-five at 7x7), scaling capacity, generation, and output with size. The MHD Jet needs a conductive working fluid (gallium/mixed gallium/liquid lithium); the Micro-Thruster accepts magnetized ferrofluid; and magnet-slot machines can consume their magnet over a strength-scaled burn time (disabled by default, toggleable). Every fuel-burning machine accepts hopper/pipe fuel intake.

1.4.0 feature set — Excitable noble gases

  • Excitable gases — Hydrogen, Helium, Neon, and Helium-3 rise; Argon, Krypton, Xenon, and radioactive Radon settle. Redstone or the FE-powered Gas Exciter turns a connected same-gas volume from nearly invisible gas into a gas-specific luminous discharge. A directional Gas Vent gives data-profiled virtual gases from optional addons the same recoverable world-cloud path. Tritium instead radioluminesces steadily without external power.
  • Air Separator — a Create-kinetic machine that simultaneously produces five atmospheric fractions into face-isolated output tanks. Its GUI has an explicit face map: select a gas or the mechanical input, then click the exact face to assign; no blind cycling is required. Connect Create fluid pipes to the assigned faces to extract the individual gases.
  • Ion Thruster — an electric Sable-ship drive with propellant-specific acceleration, cruise speed, fluid efficiency, FE cost, and exhaust. Xenon is the strongest safe propellant; Radon is stronger but exposes nearby living entities.
  • Datapack compatibility — external fluids can join #magnetization:ion_thruster_propellants and receive the neutral fallback profile. Worldgen, radiation, excitation, machine rates, and propulsion balance are configurable.

Addon and modpack authors can make a non-placeable fluid ventable by adding data/<namespace>/magnetization/gas_excitation_profiles/<name>.json:

{
  "fluids": ["example:gas", "example:flowing_gas"],
  "buoyancy": "rise",
  "dormant_argb": "30D0F2F5",
  "excited_argb": "FFFF6FAE"
}

buoyancy accepts rise, sink, or neutral; colors are eight-digit ARGB. Standard neoforge:conditions are supported, so profiles can remain fully optional. Duplicate fluid claims and references to missing fluids fail data reload with the profile ID named in the error.

The rare-earth progression contract for this release is in PROPOSED_1.4.0.md.

How it works

Every block in this addon either emits a magnetic field or responds to one. Fields have a polarity (NORTH or SOUTH), a strength tier (WEAK→EXTREME), and a shape (omnidirectional, directional, conical). Like polarities repel, opposite polarities attract. Forces are applied to:

  • Sable sub-levels (Create: Aeronautics ships) intersecting the field's range — pushes/pulls the contraption.
  • Magnetizable entities within the field — iron golems, ferromagnetic item drops, and any mob or player wearing metal armor. (Ordinary undead are not intrinsically pulled; equip them with metal armor to make them susceptible.)

Onboard-only configurations (every magnet on the same ship) produce zero net thrust — internal forces cancel, just like real physics. To propel a ship, you build between the world and the ship.

External fields integrate over the ship's volume: a coarse 3×3×3 sample grid (configurable) means a long ship feels stronger pull at the end closest to a magnet than the far end, which naturally produces torque so the ship rotates into alignment instead of just sliding. Off-center impulses also feed back as angular velocity via the contraption's true inverse inertia tensor, so a tractor beam clipping the nose yaws the ship around its center of mass. A small per-tick linear drag (default 2%) is applied to any ship being pulled by a magnet so constant-force tugs reach a terminal velocity instead of accelerating forever, and the per-tick acceleration cap is now shared across every emitter touching the same ship — three STRONG anchors stacked can't stack 3× the cap.

Ship polarity & susceptibility

Every Sable sub-level carries a derived magnetic state, scanned periodically from its blocks:

  • Polarity — NORTH by default. Place a Polarity Inverter anywhere on the contraption to flip the ship to SOUTH; place a second to cancel back to NORTH (parity). Inverters never affect adjacent emitters' polarity when used this way; they're whole-ship modifiers.
  • Susceptibilitybaseline + 0.05 × ferrous_blocks + 0.15 × magnet_blocks, capped (default 20×). A heavier ferromagnetic loadout makes the ship visibly more responsive to external fields. Magnet blocks aboard count toward susceptibility only — their own pole has no effect on the ship's pole, so flipping an Electromagnet's polarity for ship-to-ship combat doesn't accidentally invert your own ship and tear the contraption apart.

Magnets mounted on a ship still never pull their own ship directly (the carrying sub-level is excluded from each emitter's force pass). But a static magnet on the ground will pull a ship with onboard magnets normally — composition affects susceptibility, presence doesn't gate it.

Block reference

Block Power Field shape Use
Electromagnet redstone omnidirectional, MEDIUM Generic pull. Nice for item collectors and "tractor docking" stations.
Kinetic Electromagnet Create rotation omnidirectional, scales with RPM Variable strength via gearbox/clutch; fits Create-pack progression.
Magnetic Anchor redstone omnidirectional, STRONG Locks a ship in place. The first ship in range becomes the bound target; binding persists across reload.
Repulsor Coil redstone conical (placement-aligned), MEDIUM Pushes ships in the direction the coil faces. Place upward for a hover pad; place sideways/downward to line a tunnel and shove ships through it.
Tractor Beam Emitter redstone directional, STRONG Pulls ships in front of it toward the emitter. Wrench-rotatable.
Magnetic Excavator redstone or internal redstone slot continuous cone scan, default STRONG Continuously projects a widening cone along its facing and pulls every ferromagnetic block in range — each as its own Sable sub-level that tunnels through obstructions toward the emitter, drops on arrival, and feeds adjacent inventories. GUI has strength/range knobs, an in-flight cap slider, an enchanted-tool slot (Fortune/Silk Touch), and an internal redstone-fuel slot so an external redstone signal isn't required. Wrench-rotatable.
Permanent Magnet none (always-on) omnidirectional, WEAK Right-click to flip polarity. Pairs of opposing-polarity permanent magnets between world and ship build static propulsion tracks.
Polarity Inverter passive Adjacent emitters get their field polarity flipped. Two inverters cancel.
Magnetic Switch passive Emits redstone signal proportional to nearest ship's distance (8-block range). Pair with anchor + comparator for auto-docking.
Lodestone Core Crafting component for every emitter.

Items

  • Ferromagnetic Ingot8 iron + 1 lodestone → 8 ingots. Base material for everything else.
  • Ferromagnetic Block — 9× compact storage for Ferromagnetic Ingots, reversible through normal crafting.
  • Magnetic Plate3 ferromagnetic ingot → 3 plates. Cladding for emitter recipes.
  • Field Compass4 plates + 1 vanilla compass → 1 compass. Right-click for the strongest active field nearby; sneak right-click lists every active field in range.
  • Magnetic Grapple2 plates + 1 lodestone core + 1 string → 1 grapple. Right-click an attractive field source within 24 blocks to be yanked toward it.
  • Repulsor Gun1 plate + 1 lodestone core + 1 ferromagnetic ingot + 3 iron ingots → 1 gun. Inverse of the Grapple. Right-click fires a one-tick conical pulse along your look direction: ships in the cone get pushed (impulse divided by ship mass, so small ships fly farther), magnetized entities get knockback, dropped items + falling blocks get nudged out. If the shot lands on a magnetic emitter block you get self-recoiled along the inverse of your aim — closer = harder kickback, opening up traversal tricks ("aim down at a lodestone to launch backward"). Cooldown 1 s, no fuel.
  • Magnetite Ore / Deepslate Magnetite Ore — naturally occurring Fe₃O₄. Drops raw magnetite (Fortune ore_drops formula). Stone-tier pickaxe.
  • Raw Magnetite / Magnetite Ingot — smelt or blast 1:1. Both are in #magnetization:ferromagnetic so emitters yank them straight off the ground.
  • Block of Magnetite / Block of Raw Magnetite — 9× compact storage. Iron-tier for the smelted block, stone-tier for the raw block. Both also ferromagnetic in bulk.
  • Magnetic ore families — Magnetite, Maghemite, Pyrrhotite, Hematite, and Titanomagnetite each provide raw/refined progression and compact storage. Their material properties differ across tool and armor families.
  • Equipment families — Magnetite, Ferromagnetic Alloy, Maghemite, Gallium, Lithium, Pyrrhotite, Hematite, and Titanomagnetite provide craftable tool, armor, and horse-armor options; magnetized tools retain their signature sword, pickaxe, axe, shovel, and hoe abilities.
  • Lithium / Raw Lithium / Raw Gallium Blocks — reversible 9× storage for their corresponding progression materials. Solid Gallium remains the phase-changing refined storage block.
  • Helium-3 Crystal — rare solid fusion fuel obtained from Helium-3 Geodes or late fusion-fuel processing. Nine crystals craft into Solid Helium-3, a reversible storage block.

Propulsion track example

Line a tunnel with Repulsor Coils all facing the same horizontal direction:

[ coil → ][ coil → ][ coil → ][ coil → ]

Power the coils with redstone; any Sable contraption that enters the tunnel gets pushed along the cone of each coil it overlaps, accumulating thrust through the run.

For static propulsion using only Permanent Magnets:

World floor:     [ N ][ N ][ N ][ N ]
Ship underside:  [ N ][ N ][ N ][ N ]    ← like-pole repulsion, ship hovers

Or for forward push:

World wall:      [ N ][ N ][ N ]
Ship rear:       [ N ][ N ][ N ]    ← repels ship away from wall

Player interactions

  • Tagged metal armor makes you magnetizable, including vanilla iron/chainmail/gold/netherite and the Magnetite, Ferromagnetic Alloy, Maghemite, Gallium, Lithium, Pyrrhotite, Hematite, and Titanomagnetite families. Each piece worn adds susceptibility — a full plate set is yanked hard by anchors. Mobs wearing tagged armor are pulled the same way.
  • Magnetic Grapple turns infrastructure into traversal. Right-click pointing at any space within 24 blocks of an active attractive field; the closest qualifying emitter pulls you toward it. Cooldown: 1 second.
  • /magnetization help lists every subcommand available to the caller's permission level with a one-line description.
  • /magnetization manual gives the running player a replacement Patchouli Field Manual. If the inventory is full, the book is dropped at the player's feet instead.
  • /magnetization version prints mod + Create + Sable + Aeronautics + NeoForge versions. Handy for bug reports.
  • /magnetization stats counts loaded emitters, live Sable ships, and entities carrying the Magnetized effect in the player's level.
  • /magnetization config show [filter] dumps live MagConfig values to chat. Optional substring filter (e.g. show energy for the FE-related knobs).
  • /magnetization debug field <pos> prints the field state at an emitter.
  • /magnetization debug forceAt <emitter> <target> prints the world-space force vector the emitter would exert on a unit-mass test particle at target.
  • /magnetization debug rotate <deg> [yaw|pitch|roll] teleport-rotates the nearest sub-level by an absolute angle in world frame — setup-free way to confirm a mounted emitter's field axis follows the contraption.
  • /magnetization debug energy <pos> [fill|drain|set <n>] reads or writes an emitter's FE buffer directly — skips needing a cabled-up FE source to validate the energy path.
  • /magnetization debug curios lists every item in the player's Curios slots; confirms slot membership when validating HUD/keybind behaviour.
  • /magnetization spawn_test_ship [size] [material] drops an N×N×N test ship in the air 4 blocks ahead. Size defaults to 1, material defaults to magnetite (also accepts iron / raw_iron / gold / copper).
  • /magnetization spawn_test_anchor drops a powered Magnetic Anchor 4 blocks ahead.
  • /magnetization lirm strike [pos] summons a lightning bolt on the player (or at pos) so LIRM + log petrification fire on demand. /magnetization lirm stamp [north|south] manually LIRM-stamps the held metal item (testing decay without waiting on a storm). /magnetization lirm inspect lists every metal armor/tool the player carries with current polarity + decay remaining. /magnetization lirm clear strips the LIRM stamp from the held item. /magnetization lirm fields prints the number of active transient magnetic fields seeded by recent lightning in the current level.
  • /magnetization tp anomaly [player] and /magnetization tp petrified_forest [player] scan up to 6 400 blocks for the closest matching biome and teleport the player (or a named target) to its surface — same scan radius vanilla /locate biome uses.

Magnetizing armor & tools

Right-click the Electromagnet or Kinetic Electromagnet with an empty hand to open its GUI. Insert a piece of metal armor (anything in #magnetization:metal_armor) or a metal tool (anything in #magnetization:metal_tools) into the slot, then click N / S / Clear to stamp the polarity:

  • Magnetized armor: while worn, gives the player +0.6 susceptibility per piece (on top of the base +0.4 for tagged metal armor) and overrides the wearer's effective polarity. A player in magnetized-NORTH plate is repelled by NORTH emitters and pulled hard by SOUTH ones. Magnetized armor also acts as a personal item-vacuum: nearby dropped ferromagnetic items drift toward the player (2-block radius per magnetized piece, so a full set reaches 8 blocks). Net polarity decides direction — SOUTH-net attracts, NORTH-net repels (useful for sweeping junk away while mining). A full magnetized set widens the filter from "ferromagnetic only" to every dropped item.
  • Magnetized tools: each tool type has a signature ability once stamped — sword-yank, pickaxe ore-rip while sneaking, axe pulse on log chop, shovel metal-pan trace drops, hoe dowsing-ping. See tools.* config keys to toggle individual abilities.
  • Combat synergy: hitting any LivingEntity with a magnetized weapon stamps the target with the Magnetized mob effect for 3 seconds. Opposite-pole weapon-on-armor hit upgrades to amp 2 — the target is pinned (60% horizontal velocity damp per tick) under the magnetic field, simulating iron grabbing iron.

Magnetic Excavator

A redstone-powered (or internally-powered) ferromagnetic mining block. Right-click (empty hand) for its GUI: strength tier (W/M/S/E, default STRONG), range slider (default = half the admin ceiling), in-flight cap slider (how many concurrent pulls the emitter allows), an enchanted-tool slot, and an internal redstone-fuel slot. Wrench-rotate to change the active face direction; defaults to FACING=DOWN (place against a ceiling, mines the column below).

The field model is continuous, not per-cycle:

  1. While powered, the Excavator continuously projects a widening cone along its facing (~14° half-angle, ≥5×5 disc even at shallow depth). Every few ticks it rescans the cone for ferromagnetic blocks in #magnetization:ferromagnetic_blocks (covers c:ores/iron|gold|copper|netherite_scrap, c:storage_blocks/* for those metals, plus addon magnetite blocks and selected Create intermediates).
  2. Each newly-found cell gets assembled as its own Sable sub-level — not one big column — and added to the in-flight pool. The per-emitter "Pulls" slider caps how many can be in flight simultaneously (default 16, admin ceiling 64).
  3. Each in-flight ship gets a radial impulse toward the emitter every tick, and tunnels through obstructions: the world cells on its toward-emitter faces are destroyed (drops pop in place) so the ore can drill through dirt/stone toward the magnet. Multiple ores from the same vein each carve their own tunnel.
  4. On arrival at the emitter, the ship dismantles and its loot drops at the emitter cell — directly into adjacent inventories first (hopper / chest / barrel via IItemHandler), falling back to a dropped ItemEntity for the entity-pass to pull into the same destination.

The enchanted-tool slot at (132, 20) threads its enchantments through LootContextParams.TOOL for every ship's drop resolution — Fortune III multiplies ore drops, Silk Touch silk-mines, etc. Damageable tools take 1 durability per scan that pulls new blocks; enchanted books are immune. The redstone-fuel slot at (28, 20) accepts any item in #magnetization:redstone_fuel (dust, redstone block, torch, lever, observer, daylight detector, target, every vanilla button/pressure-plate variant). Items in the slot are never consumed — it's a presence-based internal power source so your wiring can be safely hidden from the Excavator's own pulls. Either an external redstone signal or a redstone-fuel item keeps the block active.

The strength tier no longer controls a cycle interval — it controls pull force and destruction speed per tunneling ship. Higher tiers = faster tunneling + harder pull. The whole pipeline is throttled per-emitter (destruction budget, in-flight cap) so even at cap=64 the server tick stays healthy. Pulls stop at any block entity (chests, beacons, other emitters), unbreakable block (bedrock-class), or anything tagged #magnetization:excavator_immune — append to that tag to opt out of pulls (claim-mod boundaries, valuable spawners, etc.).

Cooperative Anchors

Two or more powered Magnetic Anchors that share a bound ship apply a once-per-second angular damp (30%) on top of their normal pull, so a multi-anchor dock keeps the airship level instead of letting it spin from accumulated torques. Single-anchor docks behave exactly as before. Use it for stable airship docking pads.

Goggles / HUD

Wearing Create's Engineer's Goggles shows a tier/polarity/range readout above any emitter. Without goggles, you still get a one-line "TIER POLARITY" hint when crosshairing. Jade, WTHIT, and TheOneProbe all surface the same info if installed.

Emitters mounted on a contraption also report the host ship's polarity and susceptibility — for example On ship: NORTH ×1.40 with a 12 ferrous, 3 magnets, 1 inverter breakdown when goggles are on. The snapshot is synced from the server so all four surfaces (goggles, Jade, WTHIT, TOP) read from the same number.

While goggles are worn, additional world overlays appear:

  • Range rings / arrows: every active emitter draws a polarity-tinted ring (cool blue = attract, warm red = repel) at its origin's y-plane sized to its effective range. DIRECTIONAL and CONICAL emitters draw an axis arrow instead — a tractor beam aimed sideways doesn't paint a misleading horizontal disc.
  • Anchor tethers: powered anchors with a bound ship draw a line from the anchor center to the ship's pose. In coop arrangements you can see at a glance which anchor holds which contraption.
  • Inverter connectors: each Polarity Inverter face-adjacent to an active emitter draws a gold connector segment between them. Two inverters showing two segments confirm cancel-out.
  • Excavator column preview: the cells that would be pulled next cycle are outlined in a polarity-tinted wireframe along the emitter's FACING.

Configuration

The built-in Mods → Magnetization → Config screen and the generated TOML files are the canonical complete option list. Player-facing and world-generation options live in config/magnetization-common.toml; server-owner limits, diagnostics, and command permissions live in config/magnetization-server.toml; render-only options such as thruster exhaust particles live in config/magnetization-client.toml. The tables below highlight selected high-impact settings; use the config screen or generated TOML files for the exhaustive list.

For the complete generated reference, see docs/configuration.md. Regenerate it with python3 scripts/generate-config-reference.py; use --check to verify it is current.

compat — power sources

Key Default Description
compat.allowRedstonePower true Redstone counts as a valid power source for field emitters and Railgun Emitters; excludes propulsion machines, which use propulsion.allowRedstoneThrustPower.
compat.allowEnergyPower true FE/RF counts as a valid power source. The capability stays exposed either way.
compat.requireRedstoneAndEnergy false Require BOTH at once instead of either-or.
compat.emitterEnergyCapacity 50000 Internal FE buffer per emitter.
compat.emitterEnergyDrainPerTick 10 FE consumed per tick while energy-driven. Flat — not scaled by the analog signal.
compat.emitterEnergyTransferRate 200 Max FE/tick accepted from external sources.
compat.analogRedstoneElectromagnet false Scale the Electromagnet's force with the analog redstone level (1–15).
compat.analogRedstoneDipole false Same, for the Dipole Electromagnet (both poles scale together).
compat.analogRedstoneAnchor false Same, for the Magnetic Anchor.
compat.analogRedstoneRepulsor false Same, for the Repulsor Coil.
compat.analogRedstoneTractorBeam false Same, for the Tractor Beam.
compat.analogRedstoneExcavator false Same, for the Magnetic Excavator. Its internal redstone-dust fuel counts as a full signal.
compat.analogRedstoneInducer false Same, for the Structural Inducer (scales its reel-in speed — it emits no field of its own).

With an analog toggle on, signal 1 = 200 N (the Weak tier's force) and signal 15 = 8000 N (Extreme's), ramped geometrically so every level is an equal proportional step. The GUI strength tier is unchanged and still sets the field's range; only force is scaled. It applies only while redstone is the driver — an FE/RF-powered emitter always runs at full configured strength, and a partial signal still burns no FE. Hematite and Halbach arrays scale the throttled force proportionally, so both keep working as usual.

physics

Key Default Range Description
physics.strengthMultiplier 1.0 0.0–100.0 Global multiplier on every emitter's force.
physics.entityVelocityScale 0.05 0.0–1.0 Tick conversion factor for vanilla entity velocity.
physics.conicalHalfAngleCos 0.7071 0.0–0.999 Cosine of the half-angle of conical emitters.
physics.maxAccelPerTick 50.0 0.0–1000.0 Per-ship-per-tick acceleration cap (m/s²) summed across every emitter touching the ship that tick. 0 to disable.
physics.shipSampleSteps 3 1–7 Grid size for volume-integrating a field over a ship's AABB. 1 = single closest-point sample (1.0.0 behaviour); 3 = 27 samples that produce realistic torque. Quadratic cost in steps.
physics.shipLinearDrag 0.02 0.0–1.0 Linear-velocity damping per tick applied to any ship being pulled by a magnet. 0 disables.
physics.shipAngularDrag 0.05 0.0–1.0 Angular-velocity damping per tick — counterpart to shipLinearDrag. Without it, the torque from off-center sample forces could keep a ship spinning indefinitely under sustained pull. 0 disables.
physics.shipBaselineSusceptibility 1.0 0.0–10.0 Multiplier on external force a ship feels with no ferromagnetic blocks aboard. 1.0 = full strength.
physics.shipPerFerrousSusceptibility 0.05 0.0–5.0 Susceptibility added per ferromagnetic block (#magnetization:ferromagnetic_blocks) aboard.
physics.shipPerMagnetSusceptibility 0.15 0.0–5.0 Susceptibility added per magnet emitter block (#magnetization:magnetic_emitter) aboard. Magnets count as ferrous-plus; their pole does NOT shift the ship's pole.
physics.shipMaxSusceptibility 20.0 1.0–100.0 Upper cap on a ship's susceptibility multiplier.
physics.shipScanIntervalTicks 20 1–6000 How often (ticks) a ship's magnetic state is rescanned. 20 = 1 s. Ships not inside any active field never get scanned regardless.

guiLimits — per-emitter GUI ceilings (admin caps)

Key Default Range Description
guiLimits.electromagnetMaxStrength EXTREME enum Max strength tier the Electromagnet GUI can select.
guiLimits.electromagnetMaxRange 256 0–512 Max range in blocks.
guiLimits.anchorMaxStrength EXTREME enum Max strength tier the Magnetic Anchor GUI can select.
guiLimits.anchorMaxRange 256 0–512 Max range in blocks.
guiLimits.repulsorMaxStrength EXTREME enum Max strength tier the Repulsor Coil GUI can select.
guiLimits.repulsorMaxRange 256 0–512 Max range in blocks.
guiLimits.tractorMaxStrength EXTREME enum Max strength tier the Tractor Beam GUI can select.
guiLimits.tractorMaxRange 256 0–512 Max range in blocks.
guiLimits.excavatorMaxStrength EXTREME enum Max strength tier the Excavator GUI can select.
guiLimits.excavatorMaxRange 256 1–384 Max scan depth for the Excavator.
guiLimits.excavatorMaxBlocksPerCycle 256 1–512 Cap on cells the Excavator may consider per cone scan; safety against config typos.
guiLimits.excavatorMaxInFlight 16 1–64 Admin ceiling for concurrent in-flight pulls per Excavator. Each in-flight pull is a Sable sub-level, so this also caps physics-simulation cost.

content

Key Default Description
content.disabledBlocks [] Block paths (e.g. "repulsor_coil") to disable — block emits no field, hidden from creative, GUI skipped. Placed instances stay but go inert.
content.disabledItems [] Item paths to disable — hidden from creative, special effects skipped.

items

Key Default Range Description
items.grappleCooldownTicks 20 0–600 Cooldown between Magnetic Grapple right-clicks.
items.grappleMaxRange 24 4–128 Max scan range for the grapple.
items.compassRange 16 4–128 Field Compass scan radius.

tools — magnetized tool signature abilities

Key Default Description
tools.swordYankEnabled true Magnetized sword yanks opposite-pole armored targets one step on hit.
tools.pickaxeOreRipEnabled true Sneaking with a magnetized pickaxe rips nearby ferromagnetic ore as items.
tools.pickaxeRipRadius 4 (1–16) Scan radius for the pickaxe ore-rip.
tools.pickaxeRipIntervalTicks 20 (4–200) Ticks between ore-rip pulses.
tools.axePulseEnabled true Chopping a log with a magnetized axe sends a radial pull on nearby items + entities toward the player.
tools.shovelPanEnabled true Digging soil with a magnetized shovel may drop trace iron / raw magnetite.
tools.shovelPanChance 0.04 (0–1) Probability per qualifying block break.
tools.hoeDowseEnabled true Right-clicking a magnetized hoe pings ferromagnetic ore with marker particles.
tools.hoeDowseRadius 8 (2–32) Hoe dowsing ping radius.
tools.hoeDowseCooldownTicks 60 (10–600) Cooldown between dowsing pings.

worldgen

Key Default Description
worldgen.magneticPeaksEnabled false If true, denser magnetite veins generate in #minecraft:is_mountain biomes.
worldgen.rareEarthOreGenerationEnabled true Generate Bastnäsite, Monazite, Cobaltite, and Borax in new Overworld chunks. Disable before world creation when a pack supplies those materials another way.
worldgen.anomalyBiomeEnabled false Default off — opt-in. When true, the Magnetic Anomaly biome registers a TerraBlender region (so it spawns naturally) and its runtime effects activate inside it (vanilla-compass spin, field-compass scramble, 1.5× emitter strength, random chaos field). When false the biome JSON still loads, so /locate biome magnetization:anomaly and /magnetization tp anomaly still work — but it won't spawn on its own and effects are inert.
worldgen.anomalyChaosStrength 1.0 Multiplier on the anomaly's chaos-field impulses (ships, players, items). 0 = compass spin + emitter bonus only, no kinetic chaos. Range 0.0–10.0.
worldgen.petrifiedForestEnabled false Default off — opt-in. When true, the Petrified Forest biome registers a TerraBlender region so it spawns naturally. Turning it off only blocks natural generation; /locate biome and /magnetization tp petrified_forest still work.

lightning

Key Default Description
lightning.lirmEnabled true Lightning-Induced Remnant Magnetism: lightning strikes magnetize one unstamped metal armor/tool piece on the struck entity, and have a high chance of petrifying nearby logs.

debug

Key Default Description
debug.debugLogging false FieldApplicator + anchor-binding diagnostic logs. Leave off on busy servers.

The base magnetite ore vein generates in every overworld biome regardless of these flags — worldgen.* only controls optional flavor passes layered on top.

Building

./gradlew build                # produces build/libs/magnetization-<version>.jar
./gradlew test                 # unit tests on field math + ship state
./gradlew runGameTestServer    # headless in-world integration and compatibility GameTests

./gradlew runClient starts an in-development client; ./gradlew runServer starts a hands-on dedicated server. ./gradlew runData regenerates recipes, loot tables, vanilla mining tags, and crater structure templates; compatibility tags and other curated data remain hand-authored.

Prepared 1.4.1 playtest worlds

Two isolated client profiles keep persistent, disposable saves under run-playtest-lab/ and run-playtest-survival/:

./gradlew runPlaytestLabClient
./gradlew runPlaytestSurvivalClient

On the first launch of each profile, create one ordinary world from Minecraft's world screen. The first player login automatically stages that preset; subsequent launches reopen the persistent save without rebuilding over your observations.

  • Test Lab: Creative mode, a complete Magnetization item chest bank, a focused inventory kit, texture/material gallery, Electrolyzer rejection and output-stall stations, formed Tokamak and Fusion structures, a powered Railgun, all Dipole facings, Gas Exciter/Vent and noble-gas inspection, a live Gas Detector HUD check, direct Tokamak/Railgun Ponder captures, Air Separator and Ion Thruster stations, a complete rare-earth source-to-magnet gallery, Gallium/Golem inspection, an automation bench, and marked ship/portal lanes with their supplies.
  • Survival Progression: Survival mode, crafting/smelting infrastructure, empty progression machines, formed Tokamak/Fusion structures, and raw inputs for the Water → Hydrogen → Deuterium → Tritium → Helium-3 chain plus all four raw rare-earth precursor ores. Finished isotope fuels, concentrates, alloys, and magnets are intentionally not supplied, so advancement and recipe progression remain real.

The commands below exist only in these playtest profiles (permission level 2):

/magnetization playtest lab reset
/magnetization playtest lab kit
/magnetization playtest survival reset
/magnetization playtest survival kit
/magnetization playtest goto <station>
/magnetization playtest where

Running setup instead of reset relocates a preset to the player's current chunk-aligned position. Both operations intentionally replace the preset's marked 64×48 area; use them only inside the disposable playtest saves.

The prepared worlds can also be driven through the host desktop with scripts/run-playtest-automation.sh lab or scripts/run-playtest-automation.sh survival. The manifest in playtest/automation-matrix.json controls stations, log checks, video captures, and visual thresholds. Evidence is written beneath the ignored playtest-results/ directory. Accepted reference images are immutable, committed files under playtest/baselines/: ordinary runs fail if a declared baseline is missing, while the explicit record second argument replaces them and reports BASELINE_RECORDED. ./gradlew verifyPlaytestBaselines checks manifest coverage and every accepted PNG's SHA-256 hash without launching a client. The lab video actions spawn a moving Sable test ship, auto-assemble a Railgun projectile into a held review state, and record all four active thruster plume styles plus cooled Fusion mist. The portal station is a marked construction lane, while actual AeroPortals transfer and ship-data retention remain covered by the isolated, deterministic compatibility GameTests. The matrix also opens the major machine GUIs, records their interaction states, and stages damaged, material-active Magnetite, Pyrrhotite, Hematite, and Titanomagnetite Golems. Individual stations require the Create-goggles and WTHIT entity readouts to target each golem; isolated Jade and The One Probe profiles repeat the Titanomagnetite, Gallium, soft/hardened MR Fluid, and active Gas Exciter checks. Fuel-slot acceptance/rejection and setting changes remain operator-confirmed steps because their GUI coordinates vary with scale and recipe-viewer layout. Before traversing the lab, the runner seeds active Electrolyzer, Tokamak, Fusion Thruster, and Railgun state, saves and exits to the title screen, reopens the same world, and requires a server-side PLAYTEST_ASSERT PASS persistence marker. Pass persistence as the second argument for a focused save/reopen check. Use the attach second argument to exercise an already-running matching profile.

Known issues

  • Sable may log Received a sub-level movement packet for a non-existent sub-level on the client at low frequency while the Magnetic Excavator is actively pulling. This is a packet-ordering race during the excavator's rapid sub-level assemble→remove cycle for blocks Sable couldn't initialize a body for; it's non-fatal and only affects log noise.
  • Headless Sable physics GameTests can be timing-sensitive under load. If a physics assertion fails, rerun the named isolated batch to establish whether it is reproducible; repeated failure of the same assertion should be treated as a regression, while different one-off failures across runs point to harness timing or isolation.

License

CC0 1.0 Universal

The Magnetization Team

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