Mechanical Mastery Reborn Core

Mechanical Mastery Reborn companion mod
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Mechanical Mastery Reborn Core 0.3.0

File namemechanicalmasteryreborn-0.3.0.jar
Uploader
kc00lkc00l
Uploaded
Nov 15, 2026
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2
Size
945.2 KB
Mod Loaders
NeoForge
File ID
9632197
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:mechanical-mastery-reborn-core-1786543:9632197"

Learn more about Curse Maven

What's new

  • A food made in a Craftworks Assembler keeps its ingredients' average quality on Craftworks 0.11.7, which fixes 5thlayer/craftworks#87 and which the game would not start with before. It needs that Craftworks from now on: with an older one installed, the game refuses to load and names Craftworks 0.11.7, in place of crashing.
  • The Vital Spark is a green star of its own in place of vanilla's glowstone dust, and a spent one is the same star gone grey (#375).
  • The Homunculus is a clay figure and its stand a terracotta block topped by a copper rod, their own art in place of vanilla's clay and lightning rod, the stand showing as its clay block in the inventory (#374).
  • The Hermetic Lab's life line eats quality meals in place of hearts. Under the life spell it takes, from a hand or any automation, one meal at a time as good as a Pelican's batch must average and of a kind not among as many it took last as a Pelican's batch needs kinds; it refuses any other and rotten flesh, which stay where they were. Each meal keeps the line fed for its own saturation times the new hermetic_lab.life.ticks_per_saturation server setting (20), from when it is eaten, nothing carried over. Hearts, Essentia Vitae, the menu's Self-Sacrifice row and the hermetic_lab.life.demand and hermetic_lab.life.per_heart server settings go (#370).
  • The Pelican stands as the alchemical vessel it is named after: a bronze base, a glass belly and a neck curving back into it, its contents dim while it eats and lit, glowing and dripping back down its arms while it digests (the block state lit). Jade shows its meals' saturation, kinds and average quality, each against what it needs, and its digesting as a bar; EMI has a page on how it makes the Vital Essence. A click with a meal in hand feeds it one, and a click with an empty hand takes out its Vital Essence (#371).
  • The Homunculus (homunculus), a mob built like vanilla's golems, its two-block-tall stand (homunculus_stand) and the Vital Spark (vital_spark) that kindles them. The pack's recipe for the Vital Spark is in life's stage file; nothing crafts the stand or the Homunculus. Used on a lightning rod set on a clay block, by a player allowed to build there on an island whose team plays or has won life, a Vital Spark calls down a strike that harms nothing: the clay and the rod become the stand, and the Homunculus rises on the free space beside the base nearest the player. Used on the rod of a stand with no Homunculus, it raises a new one. A new Homunculus is full and stands a grey statue until the stand takes one jumpstart of FE from either half, then walks within 8 blocks across and 4 up or down of its stand, works off its full belly and comes back beside the base to eat from the stand's nine slots of food, any food but rotten flesh, which automation fills through either half, as does a player's right-click with food. It works faster the better the quality of what it eats. Once it has eaten everything it falls asleep, a statue, and only a new jumpstart wakes it. It has 12 health, heals at its stand, makes no sound and mobs leave it alone. Dead, or broken as a statue by a player, it leaves its Vital Spark, spent, which raises one with an empty belly. Breaking either half of the stand breaks both: it drops once, spills its food, and leaves its Homunculus a statue for good. The stand is one of life's chain machines: its Homunculus stands a statue while life's chain is locked, and works on through a reset. Jade says what it is doing and how long it is fed for, and, on either half of the stand, the food it holds. The life.homunculus.jumpstart, life.homunculus.full, life.homunculus.ticks_per_hunger, life.homunculus.interval, life.homunculus.speed_up, life.homunculus.range_across and life.homunculus.range_up server settings tune it (#367).
  • The Homunculus clicks. A player allowed to build at its stand sneak-right-clicks it with an empty hand, then right-clicks any storage within its range of its stand to assign that storage as its Supply, or a block ringed by eight hoppers (its four sides and four corners), or a meal standing on one, to assign the space above that block as its Table; a sneak-click again, or 30 seconds, cancels, and a broken Supply, or a Table whose ring is broken, is forgotten. Awake, it walks to the nearest block in the homunculus_works block tag (the hand drive, the cake, and Farmer's Delight's Cutting Board, feasts, pies and candle cakes) that it can reach within its range, skipping one that stores items while it is empty, so a Cutting Board never takes its knife, takes one item at a time from its Supply, and at each work right-clicks the block, never sneaking, as the player who kindled it, so a claim lets it work where that player may. It holds what its click leaves of its item, drops beside the block anything else the click hands it, the item its click turned its own into too (the plate Farmer's Delight leaves for the last bowl), and leaves what the block throws out where it falls. It never clicks empty-handed: with no item it can fetch, its works are spent. Before any click, while its Table is clear, it carries a meal from its Supply in the homunculus_places block tag (the cake, and Farmer's Delight's feasts and pies) in its off hand and, for one work, places it on its Table as a sneaking player would, facing itself; while the Table is taken it waits. A placing the Table refuses, as a claim or a block the meal can't stand on does, puts the meal back, and it clicks on for 10 seconds before trying again; a meal it holds once its Table is gone goes back in its Supply. It takes its main hand's item from the Supply's first slot that holds no meal. A click its block refuses, as a feast refuses anything but its container, puts the item back in its Supply, and it takes another the block hasn't refused, until a different block stands there. It takes an item from its Supply only for a block to work, never strolling by. Its death drops what it holds too. Jade shows what it holds and whether it has a Supply. A hand drive turned by a Homunculus's queued click charges nobody's hunger (#368).
  • The Pelican (pelican), which makes the Vital Essence from meals, and which the Shop sells for $500 from the life challenge's start, behind the new reborn_life_started Permit, held from a start through a win and taken back by a stop. It eats only meals, the spoil class meal, from automation on any side, holding none, and needs no FE. Once the meals it has eaten since its last Vital Essence give enough saturation, are of enough kinds and reach a high enough average quality, all three together, it digests them for a while, eating nothing, then puts out one Vital Essence, marked with the attempt; it eats nothing while that essence waits to be taken. It is one of life's chain machines, idle until life starts, and a stop or a reset loses what it has eaten. The life.pelican.saturation, life.pelican.kinds, life.pelican.quality and life.pelican.digesting server settings tune it (#366).
  • Quality Food's quality survives life's chain, with Quality Food installed: Farmer's Delight's Cooking Pot, Pantry's Artisan Press and Craftworks' Assembler give what they make the average quality of the food that went in, rounded, plain food counting as none and anything that isn't food left out. Agritech's planters roll a crop's quality at harvest, at better odds the better their soil and fertilizer, a crop its roll leaves no room for taking the quality of a stack of it they hold, so a full planter throws none away; and an Animal Pen rolls its products' and its kills' by the quality of what its animals were last fed, which its cage keeps as mechanicalmasteryreborn:feed_quality. The Personal Assembler carries none (#365).
  • The Recycler takes no rotten flesh, by hand or from automation, so spoiled food can't be thrown away or undone on one, and EMI shows nothing for it. What it refuses outright, whatever makes it or an override says, is the item tag mechanicalmasteryreborn:unrecyclable, which holds rotten flesh and the pack can add to (#364).
  • Food in a Cooking for Blockheads fridge with an ice unit no longer spoils, with Spoiled installed (#363).
  • Life's chain machines do no work on an island whose team hasn't started life, as energy's don't: Agritech's planters, Pantry's Artisan Press and Farmer's Delight's Cooking Pot. Their tooltips and EMI name the challenge. The Animal Pen, Cutting Board and butchering are never locked (#362).
  • Neo Vitae is gone: its Ara Vitae and Hellfire Forge no longer wait on the life chain, the Ritual of Full Stomach no longer counts in a Diet, the life.pause_in_demon_realm and hermetic_lab.life.rune_bonus server settings are removed, and a heart given at the Hermetic Lab becomes the same Essentia Vitae whatever stands around it (#360).
  • The Wave Caller (wave_caller), which the Shop sells from the protection challenge's start: placed anywhere on a team's island, its use brings on the next wave at once. The Assault's comes at a platform drawn at random from all four, the one in use included, ending any breather, so a team calling waves may fight on several fronts; with no Assault running, a home gate's next wave comes in the same gate. It calls nothing while the Assault waits for someone at home (#341).
  • For operators, /cod challenge revert <handicap> locks the challenge's chain again, as a stop does: it kept it unlocked, so its recipes and machines looked ungated; and a team left short of four wins loses the last chapter's stage, and a reverted protection win takes back the home gate pearl's Permit (#335).
  • Reformed Salt and Reformed Sulfur keep their own name and look; the Reformation Array gave them its target's, so they read as Alchemical Salt or Sulfur (#330).
  • The Reformation Array's source and target pedestals take Theurgy's salts, so Reformed Salt can be made; they took only sulfurs and niters (#330).
  • The Incubator's vessels take the Galvanic Charges, by hand, from Theurgy's logistics and from feeders; they took only Theurgy's own mercury, salt and sulfur, so the Galvanic Core couldn't be made (#331).
  • Jade shows on the Incubator what its mercury, salt and sulfur vessels hold, beside its progress, as Theurgy's own HUD did, and on the Mercury Catalyst the FE it has stored against its capacity (#327).
  • A challenge that has ever reset for a team offers its stop at the lab from the start of every later attempt, so stopping it again costs no second reset; one never reset still waits for its first (ADR 0013, #336).
  • Reformation can't be skipped on the way to the Galvanic Charges (ADR 0018): Reformed Salt and Reformed Sulfur (reformed_salt, reformed_sulfur), which only the Reformation Array's pedestals make, from any of Theurgy's salts or sulfurs, paid in mercury flux, and which the Salt and Sulfur Galvanic Charges now take in place of mineral salt and redstone sulfur. The pack's reformations of strata salt to mineral salt and rotten-flesh sulfur to niter are gone. Art from Malcolm Riley's unused-textures (#330).
  • The energy chain's Galvanic Core (ADR 0018): the Incubator makes it from one Galvanic Charge of each kind (galvanic_core), with art from Malcolm Riley's unused-textures (#331).
  • The Galvanic Essence is now made from Galvanic Cores, several to one, in Assemblers, in place of Theurgy's own incubation from mercury, salt and sulfur (ADR 0018, #331).
  • While a team plays energy, a Pyromantic Brazier on its island gives Theurgy's machines no heat, so their heat comes from Caloric Flux Emitters and so from FE (ADR 0018). A win or a stop heats it again; through a reset it stays cold, and under the last stand's energy spell it heats on (#329).
  • The energy chain's Galvanic Charges (ADR 0018): the Mercury, Salt and Sulfur Galvanic Charges (mercury_charge, salt_charge, sulfur_charge), which the pack's Assembler recipes pack from Theurgy's mercury, mineral salt and redstone sulfur, with art from Malcolm Riley's unused-textures (#330).
  • The Mercury Catalyst runs on FE (ADR 0018): it draws FE for each unit of mercury flux it makes, and with too little makes none, keeping what it has to convert. It takes FE from cables, FE drives and Theurgy's Mercurial Flux Connector on any side, holding a thousand units' worth, and gives none back. Since the Reformation Array is paid in mercury flux, reformation costs FE too. The rate is the new server config value energy.fe_per_flux, 5 FE a unit by default, a first pass for playtests to tune (#328).
  • What a reset costs is said where players see it, before it hurts: as a challenge starts, the team reads in chat that it must decompose faster than C.O.D. makes essence, or the challenge resets, losing what the Port has taken and every Transmuted Essence made this attempt; the bar adds that at the cap the challenge resets, losing this attempt's essence; the warning near the cap names what a reset would lose; and the reset message says what was lost, the Port's essence gone and the attempt's essence stale, though the Shop still buys it (#321).
  • The money challenge's mint, for gold, as the pack's recipes need it (ADR 0017): molten gold, a fluid of its own glowing gold that pipes, tanks and buckets carry; the Mold, one for every metal; the Gold Cast, a Mold filled with gold; Burnt Sand, what a cast leaves once its coin is knocked out; and the Gold Coin. Their art is from Malcolm Riley's unused-textures (#320).
  • A reset makes the attempt's Transmuted Essence stale, and so does a stop followed by a new start (ADR 0016). Every Transmuted Essence a team makes while it plays that essence's challenge, on any machine or Personal Assembler on its island, is stamped with the team and its attempt (the item component mechanicalmasteryreborn:attempt), and the Port takes only the current attempt's, refusing an earlier one from a hand, which keeps it and is told why on the action bar, or from any automation, which keeps it too. A stale essence is named so, Stale Galvanic Essence and the like, its tooltip says it was made before the last reset, and its look is dimmed (the item model condition mechanicalmasteryreborn:stale); stale and current essence don't stack together. The Shop still buys a stale one and a Quartessence still takes it. Essence with no stamp, from a world saved before this or from a won chain, which never stamps, is current; a team's attempt number is saved with it, so a world loads with it. The client is sent its team's attempt (#322).
  • The money challenge's mint, as the pack's recipes need it (ADR 0017): molten copper, iron and gold, fluids of their own colours that glow, and that pipes, tanks and buckets carry; the Mold, one for every metal; a Cast of each metal, a Mold filled with it; Burnt Sand, what a cast leaves once its coin is knocked out; and the Copper, Iron and Gold Coins. The casts and coins are refined, as an ingot is, so the Recycler refuses them. Their art is from Malcolm Riley's unused-textures (#320).
  • Starting a challenge plays a ritual on the team's C.O.D.: an ominous trial spawner's call and a burst of its flames and the void's motes, seen and heard by everyone on the island, of any team. While the challenge is played, the fish on C.O.D.'s lid glows red in place of green (the block state challenged). A reset, a stop or a win plays nothing, and another team's C.O.D. is untouched (#318).
  • Inflation is named Overproduction, after C.O.D.'s own name, so it no longer reads as money losing value: on the bar, in Jade, in chat, in /cod and in the manual. The cap's server config key is now cod.overproduction_cap, so a server that changed cod.inflation_cap sets it again; a world with a challenge under way keeps its count (#317).
  • The Gallery pack, Mechanical Mastery Reborn Core Gallery in a world's Data Packs screen, off until a player turns it on there: /function mechanicalmasteryreborn:gallery/build lays a working scene of each of the mod's own features, each with a sign naming it that builds it again when clicked (the hand-driven Recycler, essence in and its outputs sorted into barrels; the Recycler on FE drives built charged; C.O.D. with the lab beside it; the four Ports; every essence on show; the Electric Defence built charged), and gallery/clear empties a scene's plot. The scenes hold the mod's blocks and vanilla's only and set no team state, so built on a team's island its Recyclers, C.O.D. and Ports are that team's, and the Ports stand closed and C.O.D. dormant elsewhere (#278).
  • The Rift Shard, the Charged Rift Shard and the Null Shard wear art of their own, drawn by a committed script in place of the stand-ins: a chunk of the void's purple; the same chunk lit through in the Warding Essence's steel grey, with lightning flashing along a crack down its length, once charged; and gone to Nullessence's near-black with a purple rim as the Null Shard (#310).
  • The Charged Rift is named the Charged Rift Shard, as it is a shard still; its id, mechanicalmasteryreborn:charged_rift, stays, so worlds carry over (#310).
  • Jade names an awakened lab the Hermetic Lab, and its icon shows the Hermetic Lab's look, crying obsidian under a respawn anchor's top; before, Jade named it Lab with the plain lab's icon, though its menu and a pick of it said Hermetic Lab. A pick of an awakened lab now wears that look in the hotbar too (#303).

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