File Details
materia-1.18.2-1.2.0.jar
- R
- Jul 5, 2026
- 5.31 MB
- 7
- 1.18.2
- Forge
File Name
materia-1.18.2-1.2.0.jar
Supported Versions
- 1.18.2
Curse Maven Snippet
## 1.2.0
- **New plants & trees:** **esparto** (decorative grass; drops plant fiber and wheat seeds like Materia tall grass), **rice** and **cotton** crops (8 growth stages; wild variants use stage-6 art), **tea bush** (4 stages; right-click mature bush for tea leaves, regrows from stage 2), **palm**, **Mediterranean cypress**, **baobab**, **maple**, **fig**, **cedar**, and **eucalyptus** trees. All spawn in appropriate biome tags (desert/temperate esparto, river/warm-wet wild rice, tropical/grassy cotton, temperate tea, beach/tropical palms, temperate cypress, tropical baobab, temperate maple/fig/cedar, eucalyptus groves).
- **Rice:** requires a **water source within 2 blocks** to grow; mature crop drops **rice seeds** (shell in crafting to **shelled rice**); **shelled rice** is inedible raw but **cooks to cooked rice** in a boiling water pot (6 nutrition / 0.6 saturation).
- **Cotton:** white **`materia:cotton`** bolls (not taupe like wool clumps); dyeable like wool clumps; spins on **hand spindle** / **spinning wheel** to matching **colored string** (white cotton → white string); included in **`#materia:bedfills`** alongside wool clumps.
- **Palm trees:** straight trunks with **`upper`** log segment texture on the top few blocks; **flat 2D palm leaves** at the crown (diagonal trunk-adjacent leaves deferred).
- **Fig tree:** temperate worldgen; `has_figs` leaves (harvest `materia:fig`, 20% regrowth); hew `fig_log` → 4× `rough_fig_plank`; `smooth_fig_plank` item.
- **Cedar tree:** spruce-like normal tree + 2×2 mega (`cedar_mega_tree`); temperate / temperate_forest; hew → `rough_cedar_plank`.
- **Eucalyptus:** grove worldgen (3–7 trees, ~8 block radius); tall single-trunk feature for saplings; 5% rainbow log/leaves/sapling groves via separate rare modifier; hew both log types → `rough_eucalyptus_plank`.
- **Agave:** desert random-patch shrub (esparto pattern); places on sand, red sand, coarse dirt, dirt, grass.
- **Decorative plants:** **yucca** (desert + temperate clusters), **plantain** (tropical double-plant clusters), **reeds** (river + warm-wet banks; requires adjacent water), **taro** (tropical patches of semi-mature crop on grass/dirt; break for `materia:taro`, replant on farmland or wild grass). **Raw taro** is edible but applies brief Poison I; **cooked taro** (5 nutrition / 0.6 saturation) from boiling in a water pot over a campfire or baking in an oven.
- **Decorative flowers (1.2.0):** **white lily** and **bluebonnet** (two-block tall plants), **purple coneflower**, **fuchsia**, **marigold**, and **hibiscus** (single-block cross flowers), and **lotus** (cross flower on a biome-tinted lily pad). Worldgen in river, warm-wet, temperate, grassy, desert, tropical, and temperate-forest biomes as appropriate. **Lotus** places only on **shallow water** (1–2 blocks deep) via custom placement logic; marigold → yellow dye, hibiscus → pink dye.
- **Yucca / plantain rendering:** tall-plant block models now use split **lower/upper** textures so in-world and creative placement show one coherent plant instead of a smushed double texture.
- **Taro harvest:** mature crops (age 3) drop **2–4** taro (was 6–8); immature breaks drop **1** seed.
- **Flower → dye policy:** with **`materia_vanilla_overrides`** enabled, only these vanilla flowers still craft dye directly — **poppy** → pink, **dandelion** → yellow, **cornflower** → light blue, **rose bush** → pink (×2). Materia adds **indigo** → indigo dye, **marigold** → yellow, **hibiscus** → pink. Other vanilla flower→dye recipes are disabled (barrier overrides).
- **Armor rendering:** **bronze** armor uses custom **`bronze_armor_1/2`** layer textures again; **wrought iron** (`materia:iron_*`) uses vanilla **iron_layer_1/2** on all supported versions (fixes purple/black broken armor models).
- **Fruit leather:** shapeless `FFF` from `#materia:fruits` (sweet/glow berries, apple, fig); 5 nutrition / 0.6 saturation.
- **Taro wild spawn fix:** crop survives on grass without crop-block light checks; worldgen replaces short vegetation and uses surface heightmap so patches appear in shaded tropical biomes.
- **New dyes:** **verdigris** (vinegar + raw copper, custom recipe), **burgundy** (red + brown), **tan** (brown + yellow); burgundy/tan/teal textile blocks (wool, glass, concrete, terracotta, candle, cotton, string, wool clumps); teal sack/blanket/bed use verdigris dye.
- **Woodworking:** fig/cedar/eucalyptus **planks, stairs, slabs** (smooth plank + nails); **posts, trellises, and tables** for each wood type; doors/trapdoors skipped.
- **Hewing:** fig/cedar/eucalyptus/rainbow eucalyptus logs; **maple** → `rough_birch_plank` listed in JEI hewing.
- **Docs:** block pages for fig, cedar, eucalyptus, agave, decorative plants (yucca, plantain, reeds, taro), **decorative flowers**, and **roof tiles & thatch roofs**; dye pages for verdigris, burgundy, tan, and **flower→dye policy**; armor texture notes on bronze / wrought iron pages.
- **Roof tiles & thatch roofs:** **roof frame** places empty **`roof_tiles`**. **Tiled roofs:** craft 8 terracotta tiles around a frame → **`roof_tiles`**, or tile by hand. **Thatch roofs:** craft 2 bundles + frame → **`thatch_roof`** item, or bundle twice on a placed frame — both place the same **`roof_tiles`** thatch block. **`thatch_slope`** is **Thatch Stairs** only (bundles + lashing); unrelated to roof frames. **Sloped collision** on roof blocks matches walkable tile/thatch geometry (straight ramps, inner-corner valleys, outer-corner hips). **Cannonball damage:** stone cannonballs **50/50** obliterate vs partial tile loss; **iron cannonballs always obliterate** the whole block (frame included). Violent breaks drop mostly dust with at most ~**1/3** crushed ceramic; player breaks yield a mix of intact tiles, crushed ceramic, and lost material (thatch gives no bundles on violent impact). Fixed a crash when obliteration refreshed stair shapes on air.
- **Food recipes:** **baked squash** (oven, from sliced squash), **chili** (beans + peppers + salt), **beans and rice** (cooked rice + beans).
- **Plant worldgen:** tightened biome tags so warm-climate plants (eucalyptus, fig, olive, cedar, cypress, tea, etc.) no longer spawn in snowy taiga / boreal spruce forests; added `#materia:subtropical`, `#materia:prairie`, and `#materia:temperate_boreal` tags.
- **Tea:** drinking a **tea cup** restores a little hunger and grants brief **Speed I** (30 seconds).
- **Advancements:** **Rainbow Grove** (find rainbow eucalyptus) and **Full Spectrum** (collect every Materia dye).
- **Creative tabs:** Materia items now appear in the appropriate vanilla creative tabs (building blocks, food, tools, etc.) as well as the Materia tab.
- **Cannons:** **aim yaw/pitch** now **persists across world save/load** (stored on the cannon block entity). **Aiming UI:** mouse movement no longer snaps aim on the first move — fine-tuning starts from the cannon’s current angles. **Barrel model (1.20.x):** fixed mirrored horizontal rotation so the rendered barrel tracks aim direction. Sneak-right-click with an empty hand still resets aim to **0° / 0° pitch**.
- **Structure chest loot:** Materia items are **added** to many vanilla structure chests (dungeons, mineshafts, pyramids, jungle temples, strongholds, buried treasure, shipwrecks, woodland mansions, igloos) via Forge **`inject_loot_table`** global loot modifiers — vanilla loot unchanged; themed Materia bonuses (survival teasers, ores/dyes, murex/tyrian hints, sacks/blankets, etc.) at structure-specific **`random_chance`** rolls. See [`documentation/mechanics/structure-chest-loot.md`](documentation/mechanics/structure-chest-loot.md).