File Details
magnetization-1.2.0.jar
- R
- Jun 18, 2026
- 1.64 MB
- 135
- 1.21.1
- NeoForge
File Name
magnetization-1.2.0.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
1.2.0 — Propulsion ladder, fluids, gallium, and magnetic gear
New content
- Alfvén Ribbon Backpack (Solar Wind Wings): a chest-slot Elytra alternative whose superconducting ribbons catch the ambient solar-wind current for a permanent, fuel-free forward boost while gliding — no firework rockets. The boost kicks in when you glide high up in daylight (above Y≈120) or anywhere in the End. Crafted from Solar Sail panels + phantom membrane + copper.
- MR Liquid Armor (helmet / chestplate / leggings / boots): leather-light, flexible armor that hardens the instant you're hit — a kinetic impact (physical, fall, or blast) pulses the magnetorheological fluid rigid and absorbs most of it. Mitigation scales with pieces worn (each ≈ 22.5%, full set ≈ 90%); fire/magic/drowning pass through normally. Crafted by infusing leather armor with an MR Fluid Bucket.
- G-Force Cushion (magnetoresistive kinetic dampener): place it at the bottom of a drop — anyone wearing metallic armor who lands on it has their fall completely arrested (zero fall damage from any height), with a spark + clang. Without metallic armor (the conductor the field grips), it's a normal landing.
- Magnetoresistive Dampening Boots: standalone magnetic-metal boots that auto-save you from any fall (no block needed), costing a little durability per save. Uniquely, they're inert to magnetic fields by default — never yanked by emitters — until you choose to magnetize them in the electromagnet GUI, after which they react like other magnetized gear. (This also generalizes the field system: any explicitly-magnetized armor piece now reacts, even non-metal.)
- Magnetosphere Solar Sail (Alfvén wave sail): mount these panels on a Create: Aeronautics airship for passive, fuel-free forward thrust — they intercept the ambient field of the solar wind. Build a wide, one-block-deep wall of them: thrust scales automatically with panel count (more sail = more push) and with altitude (stronger the higher you fly). Full power by day, half by night — or right-click a panel to toggle its night cut-off (off entirely after dusk). No energy, no fuel; great for long sky-shipping routes.
- Ferrofluid Micro-Thruster (capillary spike jet): the mod's top propulsion tier. Burns raw ferrofluid (held in an 8-bucket internal tank, topped up by right-clicking ferrofluid buckets — also pipe-fillable) plus FE electricity to push a magnetic craft along its facing harder and faster than anything else (up to 3.6 blocks·s⁻¹). Its stored ferrofluid and FE are shown in WTHIT / Jade / The One Probe. Crafted from an MHD Jet + titanomagnetite + copper.
- MHD Jet Thruster (ionocraft): the mod's strongest ship propulsion. A magnetohydrodynamic engine that pushes magnetic Create: Aeronautics craft along its facing — silent, no propeller. Needs both a magnet (right-click to slot one) and FE electricity: the magnet sets the speed ceiling + thrust (Plate 1.6 / Temporary 2.2 / Permanent 3.0 blocks·s⁻¹), and a stronger magnet burns proportionally more FE per tick — so a big magnet only reaches full speed if you feed it matching power. Lights up while firing. Far stronger than the directional Repulsor.
- Homopolar Motor / Magnetic Flywheel: a Create kinetic generator that runs on a magnet alone — no fuel, no energy. Open its GUI and drop a magnet in the slot (or quick-insert by right-clicking with one) and it spins a shaft on its placement axis. Speed and stress capacity scale with the magnet's strength, but it's deliberately gentle (a Permanent Magnet tops out at 32 RPM / 128 su) — a compact, silent starter generator.
- Structural Inducer: place it under a structure (a ruin, a build, a chunk of terrain) and power it — it magnetically grabs the whole solid mass directly above it, glues it into a single Create: Aeronautics physics craft, and lifts it off the ground, then releases it as a free-floating ship. Scans a 9×9×16 box above itself, gated on clearance ("nothing above" the structure, so it won't grind into a ceiling), capped at 512 blocks. Skips block entities, fluids, unbreakable blocks, and
#magnetization:excavator_immune, so it can't grab chests/machines/protected blocks. One lift per redstone pulse. Reuses the Magnetic Excavator's Sable block→sub-level machinery. (Boot-verified registration; the in-world lift itself wants a physics playtest.) - Tokamak fusion reactor (multiblock): build a ring of Tokamak Confinement Coils (superconductor — copper + titanomagnetite) around a Tokamak Reactor Core, then right-click the core with a Deuterium Fuel Cell to load it. Ringed + fuelled, it fuses (core glows) and generates a large, steady 2,000 FE/tick that it pushes to adjacent machines/cables — the mod's top-tier power source. Fuel is real D-T fusion fuel: deuterium extracted from a water bucket inside a redstone/iron/glowstone containment shell, ~4 min burn per cell. (Confinement ring is the 8 coils around the core in its own layer for now — a compact tokamak; a larger torus footprint can come later.)
- Magnetic-metal anvils (Magnetite / Maghemite / Hematite / Titanomagnetite): full anvils with all the vanilla behaviour, but each is self-dampened (no clang) and has a per-metal durability. Magnetite/maghemite/hematite are convenient-but-degrading side-grades; Titanomagnetite never degrades — the one metal that beats a vanilla iron anvil + dampener (it's both in one block). Crafted like a vanilla anvil from the metal's storage blocks + ingots. (Anvil model is a simple metal-textured shape for now — pending an art pass.)
- Magnetorheological (MR) Fluid: an iron-particle "smart fluid" (iron-grey). It flows like a liquid, but when a redstone signal is applied it instantly stiffens to a near-solid with a full collision box — entities walk on it like a block — and reverts to liquid when the signal drops. Toggleable bridges, gates, and dams. Player-made (water bucket + iron + raw magnetite).
- Ferrofluid: a black, water-like magnetic liquid (renders as near-black tinted water). Generates naturally only in the Magnetic Anomaly biome — its water bodies are ferrofluid — and is otherwise player-made (water bucket + 2 raw magnetite). Full fluid: source/flowing, placeable, bucketable.
- Magnetized ferrofluid (pourable, shapeable magnetism): drop a ferrofluid bucket into the electromagnet GUI and pick a pole (N/S) to magnetize it — it becomes a glinting "Magnetized Ferrofluid Bucket". Pour it out and you get a fully flowing fluid that is also a weak magnetic field source: its source blocks pull/push ferromagnetic items and Sable ships like a gentle emitter, with the chosen polarity. Plain (un-magnetized) ferrofluid emits and feels no field, so the Anomaly biome's pools sit still instead of draining themselves away. (Follow-up polish: picking magnetized fluid back up currently yields a plain bucket, and magnetized-flows-into-plain doesn't yet auto-convert the plain — both tracked.)
- Magnetic Gyrostabilizer (rotation lock): mount it on a Create: Aeronautics craft and power it — it magnetically locks the ship's orientation, cancelling its angular velocity each tick so the craft still moves up/down/forward/back but won't spin, pitch, or roll. Unpowered, the ship rotates freely. Run cleanly over repulsor tracks, hold a heading, or use it as a crude autopilot on a self-propelled craft.
- Directional Repulsor + Vector Core: craft a Vector Core (titanomagnetite + compass + redstone) and slot it into a Repulsor Coil (right-click to install; recoverable by breaking the coil). With the core installed the coil keeps its normal repulsion cone and thrusts magnetic ships in a chosen direction — pick one of the four directions perpendicular to the coil's facing with the in-GUI direction-cycle button — turning it into a self-propelling magnetic conveyor/track up to a terminal speed. While the core is in use the coil also damps the ship's spin so it tracks straight. Tunable: track thrust (0.5), track max speed (5.0), and spin damping (0.75).
- Pyrolytic Carbon (diamagnetic levitation): a strongly diamagnetic wafer (crafted from 4 charcoal). Dropped within a magnetic field it's repelled by both poles — pushed away from the source with its motion damped, so it settles into a stable hover above a magnet instead of being pulled in. Real diamagnetic levitation, gamified. (Hover height/feel is a first tuning pass —
FieldApplicator.DIAMAGNETIC_SUSCEPTIBILITY.) - Halbach-array boost: line up magnets of the same polarity so their faces touch and the field concentrates — each face-adjacent same-polarity magnet steps an emitter's strength tier up (clamped to EXTREME), so a row of aligned magnets reads as one powerful emitter. The exact mirror of the hematite dampener (which steps it down). Rewards deliberate magnet arrangements.
- EMP Flux Charge: a single-use electromagnetic bomb. Power it with redstone and it detonates — every magnetic emitter in a 12-block radius goes dark for 10s and every machine/battery's stored FE is wiped, with a flash + thunderclap, then the charge is consumed. Fries electronics, not terrain (no block damage).
- Kinetic Induction Coil: Faraday's law as a generator — a magnetic ship moving through the coil induces an EMF proportional to its speed, so the coil generates FE (pushed to adjacent machines/cables) and emits a redstone pulse while the magnet passes. No fuel; pure kinetic-to-electric. Pairs with Lenz braking and propulsion tracks.
- Barkhausen Noise Generator: a true-RNG block. With a magnet (any
#magnetization:anvil_dampenersblock) placed against it, its iron domains flip chaotically and it emits a rapid, unpredictable stream of random redstone strengths; idle otherwise. For random lighting, casino logic, or unpredictable spawners. - Magnetostrictive Sensor: a buried magnetic tripwire. Nearby motion — a player or mob running/jumping within 8 blocks — flexes its magnetostrictive core and it reads out an analog redstone signal (stronger the closer/faster), decaying when things go still. Detects through blocks, so it makes an invisible perimeter alarm or seismic mob detector.
- Induction Charging Pad: a block that buffers FE (fed from cables/generators) and wirelessly tops up every energy-storing item a nearby player carries — main inventory, armor, offhand, and Curios slots (when Curios is installed). Electromagnetic induction, gamified.
- Lenz-effect braking: a magnetic ship moving over conductive non-ferrous blocks (
#magnetization:eddy_conductors— copper, aluminium, …) is dragged to a slow float/coast by induced eddy currents, exactly like a magnet falling through a copper pipe. Lay a copper track to brake or gently lower a craft. Tunable viaphysics.lenzBrakingStrength(0 disables). - Magnetic Item Frame: a thin magnetic wall plate that holds one item/tool/armor stuck flat to it for display (no rotation) — right-click to stick on, empty-hand to pop off. Crafted from a vanilla item frame + a magnetic plate.
- Anvil magnetic dampener: place any magnet or magnetic storage block (
#magnetization:anvil_dampeners) touching an anvil — its field steadies the anvil so it never degrades, and deadens the use-clang. - Ore Dowsing Compass: a compass whose needle points to the nearest metallic ore vein (anything in
#magnetization:metallic_ores— our ferrous ores plus vanilla/modded#c:ores/*). Anvil-combine it with a specific ore to tune it to track only that ore. Like the other compasses, the needle scrambles inside the Magnetic Anomaly biome. The world scan is bounded + throttled (nearest-first expanding sweep, capped, re-run every second). Crafted from a vanilla compass + 2 raw magnetite.
New content — gallium, fluids, golems & gear
- Gallium (liquid metal): a silvery liquid that melts just above room temperature. It conducts redstone like the other conductive fluids, and when powered and in a magnetic field it drives a Lorentz entity-current that pushes entities along the flow (tunable via
mechanics.galliumCurrentSpeed/performance.galliumCurrentTicks). Player-made from raw gallium; smelt raw gallium (or zinc / aluminium) into a Gallium Ingot. - Solid Gallium: liquid gallium freezes to a solid block when a cooling source (ice / snow / powder snow) sits next to it and melts back to fluid once the cooling is gone (timing via
mechanics.galliumFreezeDelayTicks/galliumMeltDelayTicks); WTHIT/Jade shows its freeze/melt state. It still conducts redstone — a frozen gallium bridge carries a signal — and is the storage block + crafting material for gallium gear (9 ingots). - Mixed Gallium: gallium with magnetite stirred in (steel-blue tint). Does both at once — it creeps toward magnets like ferrofluid and carries the gallium Lorentz current when powered in a field.
- Gallium gear (full tool set, armor set, and horse armor): crafted from gallium ingots. Gold-like but softer — low durability and quick to break.
- Gallium Golem: build an iron-golem shape out of Solid Gallium with a carved-pumpkin head to cast one. It defends like an iron golem but is weaker (lower health, no knockback resistance), takes extra damage in warm biomes, and eventually melts away into a gallium fluid source (no drops) outside a cold biome — killed by other means it shatters back into solid gallium. Tunable via the
combat.galliumGolem*config. - MR Fluid Golem: a golem cast from MR fluid that hardens in a magnetic field, raising its damage mitigation while in-field (
combat.mrGolemFieldMitigation). Spawned via its spawn egg. - MR Fluid tools (sword / pickaxe / axe / shovel / hoe): magnetorheological counterparts to the MR Liquid Armor — they flex to a hardened state when struck/used. Crafted with an MR Fluid Bucket.
- Magnetic horse armor: barding in five metals (Magnetite / Maghemite / Ferromagnetic / Gallium / Magnetorheological). Equips on a horse and is magnetizable in any electromagnet GUI just like wearable armor, so a barded horse reacts to fields.
- Deuterium Oxide (heavy water): a denser, darker-blue water-like fluid (source / flowing, bucketable). Made by irradiating a bucket of water with glowstone dust; it behaves like water and is the fuel feedstock for the Deuterium Fuel Cell that runs the Tokamak.
- Conductive-fluid dyes: a Ferrofluid Bucket crafts black dye and an MR Fluid Bucket crafts gray dye, using the magnetic fluids as colourants.
Dependencies
- Updated the Create:Aeronautics + Sable stack to latest (still MC 1.21.1): Sable 2.0.3 (from 1.2.2), Ponder 1.0.85, Create Aeronautics 1.3.0, Create Simulated 1.3.0, Sable Companion 1.6.0, Create 6.0.11-292, NeoForge 21.1.233. Sable's
mods.tomlrange moved to[2.0.0,3.0.0). Sable 2.0's reworked physics-constraint API, the split-outsable_rapiernative module, and the newly-@Internalclasses required no source changes on our side — the APIs we use (connected-chain walk,RigidBodyHandle, sub-level container, mass/bounding-box) are unchanged. Verified: compiles clean and a dedicated server boots in ~1.6s with Rapier scenes initialized.