File Details
magnetization-1.2.2.jar
- R
- Jun 28, 2026
- 1.65 MB
- 142
- 1.21.1
- NeoForge
File Name
magnetization-1.2.2.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
New config options
New options in the in-game config screen (open it from the Mods list, or the main-menu Config button), listed by the section and option name you'll see there:
- Cross-Mod Compatibility → Require Redstone And Energy (default off): require both a redstone signal and buffered FE at once to run an emitter, instead of the default either-or. The internal FE buffer still fills from cables/generators at all times, but with this on the emitter stays dark — and burns no energy — until it also receives redstone; with both present it runs and drains FE normally. Lets you pre-charge a magnet and gate its activation with a redstone pulse for finer control. (Needs both Allow Redstone Power and Allow FE/RF Power on to have any effect.)
- Content Toggles → Ore-Break Field Affects Armor (default on): whether the brief residual magnetic field left when you break a ferromagnetic ore/block can pull the breaker through their worn metal armor. Turn off so mining no longer yanks you around — a narrow, ore-only version of Armor Reacts To Fields (which disables armor reaction to all fields). The residual still nudges loose item drops and magnetizable mobs.
- Content Toggles → Ore-Break Field Affects Items (default on): companion toggle — whether that same ore-break residual tugs loose ferromagnetic/diamagnetic item drops. Turn off so mining doesn't scatter or gather your loot. With both ore toggles off, a broken ore has no magnetic effect on armor or items, while emitters and other fields are unaffected.