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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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magnetization-1.1.3.jar

File namemagnetization-1.1.3.jar
Uploaded
May 20, 2026
Downloads
808
Size
1.0 MB
Mod Loaders
NeoForge
File ID
8117639
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:magnetization-1543554:8117639"

Learn more about Curse Maven

What's new

1.1.3 — Tag-cycle crash defense + emitter GUI fix

Stability

  • Defensive mixin against DependencySorter.isCyclic StackOverflow at datapack load. Vanilla's tag-cycle check recurses through the dependency multimap without a visited-set, so a self-referencing tag in any upstream mod can blow the JVM stack and prevent world creation. The mixin adds memoization so re-entering an already-walked node short-circuits to false; real cycles are still caught, vanilla just gracefully logs the broken tag instead of crashing. This protects every cross-mod tag reference in our datapack — and every other mod's references — from this class of upstream bug.
  • Found via spartan_weaponry_unofficial, whose data/c/tags/item/ingots/aluminum.json lists #c:ingots/aluminum as a child of itself. With accessories + accessories_compat_layer also installed, any mod referencing #c:ingots/aluminum (Magnetization being one) crashed at world create. World creation now succeeds; vanilla logs Couldn't load tag c:ingots/aluminum and continues.

Fixes

  • Emitter strength buttons no longer toggle. Clicking the currently-selected tier a second time used to clear the override and fall back to the default (STRONG), which read as "the button silently downgraded itself" — most visible when clicking EXTREME twice. Buttons are now idempotent: each click sets that tier and stays. Clicking STRONG explicitly produces the default state if you want it.

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