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Mineframe

The Mineframe mod adds content from Warframe : weapon mechanics, starmap, missions, factions, modifications, abilities.
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Mineframe_1.0.32.jar

File namearsenal_station-1.21.1-1.0.32.jar
Uploader
Denis1888Denis1888
Uploaded
Jul 19, 2026
Downloads
15
Size
9.8 MB
Mod Loaders
NeoForge
File ID
8463441
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:mineframe-1575455:8463441"

Learn more about Curse Maven

What's new

# Changelog

## 2026-07-18 - 1.0.32

### Added

- Added the original Shaped Charge Blast proc VFX with eight generated particle families, stable surface-attached charge markers, authoritative fuse urgency, compact ordinary pops, exact five-block procedural pressure fronts, affected-target contacts, environmental dust, residue, and distinct death treatment.
- Added explicit Blast start/stack/sync/small/forced/death/cancel lifecycle events, persistent per-entity sequence ordering, duplicate/stale-event rejection, deterministic shockwave tests, hard budgets, asset verification, research notes, QA coverage, and `/arsenal_vfx blast charge|small|forced|death` previews.

### Changed

- Blast now keeps independent duration-scaled fuses, consumes all ten stacks only for the authoritative forced/death area detonation, and cleanly separates cleanse from explosion without server particle spam or client-predicted gameplay.
- Arsenal networking protocol `1.2` rejects clients that do not understand Blast lifecycle IDs and sequence cutoffs.

## 2026-07-18 - 1.0.31

### Added

- Added the original Tesla Crawl Electricity proc VFX with six custom particle families, deterministic body-attached procedural arcs, movement trails, grounding contacts, synchronized discharges, stun cues, dissipation, and electrified-death cleanup.
- Added compact server-authoritative application-chain target lists, cached shared arc geometry/attachments, nonlinear four-tier intensity, distance/quality/crowd budgets, focused tests, and `/arsenal_vfx electricity [1..100]` previews.

### Changed

- Electricity visuals now follow the implemented six-second independent timers, one-second primary-only damage ticks, three-block application-only area damage, and three-second primary stun state without changing gameplay target selection.
- Arsenal networking protocol `1.1` rejects older decoders for the expanded compact status-VFX payload.

## 2026-07-18 - 1.0.30

### Added

- Added the original Flux Cage Magnetic proc VFX with seven generated particle sprites, cached curved field ribbons, broken polarity orbits, movement response, layer-specific Shield/Overguard disruption, low-defense anticipation, first-person safeguards, and bounded dissipation/death passes.
- Added compact Magnetic lifecycle/defense payloads, deterministic field-generation tests, VFX math/state/budget tests, debug previews, asset verification, research notes, and runtime QA coverage.

### Changed

- Magnetic now amplifies custom player Shield damage, emits a cue only on real blocked-recharge attempts, detects numeric Shield/Overguard collapse authoritatively, and routes its capped break discharge through the shared Electricity status effect without server particle spam.

## 2026-07-18 - 1.0.29

### Added

- Added the original Crystal Lock Cold proc VFX with eight custom particle families, progressive stable frost, an authoritative ten-stack freeze, localized hit fractures, thaw, and frozen-death shatter.
- Added Cold lifecycle/sync fields to the shared status VFX framework, deterministic surface patches, a data-driven composition budget, focused tests, and `/arsenal_vfx cold [1..10]` previews.

### Changed

- Cold gameplay, visual definition, events, and preview tooling now share one explicit ten-stack cap; boss-like and overguard targets retain their existing four-stack resistance cap.

## 2026-07-18 - 1.0.28

### Added

- Added the original Ignition Heat proc VFX with six custom particle families, body-surface flames, movement-responsive ember trails, synchronized damage-tick flares, thermal waves, gradual extinguishing, underwater treatment, and particle-only ash deaths.
- Added shared compact Gas/Heat lifecycle events, client effect state recovery for newly tracking players, nonlinear Heat tiers, and distance/visibility/quality/particle-pressure budgets.

### Changed

- Migrated Toxic Bloom Gas composition from server-sent particle calls to the shared client VFX manager so decorative particles no longer require individual server particle packets.
- Heat visuals now represent the implemented six-second stacking/refresh lifecycle, one-second damage cadence, four-second panic window, and server-calculated armour reduction without changing gameplay.

## 2026-07-18 - 1.0.27

### Added

- Added persistent slot-unbounded Arsenal inventory storage for every Arsenal Station item, with automatic pickup routing and one-time migration of legacy stacks.
- Added a clean Inventory screen with item icons, names, counts, category filters, text search, withdrawal, and integrated mod upgrade/dissolve/Riven controls.
- Added upgrade-rail mod search and colour-coded polarity filter buttons.
- Added `inventory.allowExternalItems` common config support and a guarded Store Held action for optional vanilla/modpack item storage.

### Changed

- Replaced the overview Mods tab with Inventory and moved physical mod installation/management to persistent Arsenal storage.
- Restyled Creative mod tooltips with rank stars, textual rank, colour-coded category/polarity, and high-contrast stat lines.
- Enemy status icons now show their stack amount as a high-contrast `xN` label.

## 2026-07-17 - 1.0.26

### Added

- Integrated Codex's original Toxic Bloom Gas proc VFX with five custom particle families, nine transparent sprites, data-driven composition budgets, synchronized trigger/linger/damage-pulse visuals, and `/arsenal_vfx gas`.

### Changed

- Preserved the official mod-loot and Landscape resource systems while merging the Gas VFX implementation.
- NeoForge metadata now expands the release version from `gradle.properties`, preventing the internal mod version from drifting from the built JAR filename.

## 2026-07-17 - 1.0.25

### Added

- Imported the current Digital Extremes mod drop probabilities for all 242 active Arsenal mod definitions, including a complete generated source audit.
- Added planet-compatible enemy and mission reward tables for the 111 mods supported by existing Star Chart acquisition loops.

### Changed

- Mission enemies now roll authentic two-stage enemy mod tables, while compatible mission rotations retain official node reward chances.
- Unsupported vendor, bounty, vault, Arbitration, Nightmare, login, quest, and other special acquisitions remain explicit instead of being fabricated as ordinary planet drops.

## 2026-07-17 - 1.0.23

### Added

- Added the validated Grineer galleon room catalog and deterministic mission-graph planner from the synchronized GitHub history.

## 2026-07-17 - 1.0.22

### Added

- Added all 21 canonical region resources obtainable across the implemented Mercury-through-Zariman Star Chart, with Warframe region pools and Minecraft-scaled enemy drops.
- Added dedicated transparent 128px voxel icons and item models for every included resource, using the supplied Forma image as the visual reference.

### Changed

- Kept Landscape, fishing/mining, Empyrean, Archwing-only, Excavation-only, unsupported enemy-specific, and event/quest resources out of registration and loot pools.

## 2026-07-17 - 1.0.21

### Added

- Added all six faction Syndicates with pledging, allied/opposed/enemy reputation propagation, daily-capped affinity conversion, five positive ranks, two negative ranks, and persistent player progression.
- Added server-authoritative rank-gated offerings and the `J`-key Syndicates screen with relationship, rank, reputation, spendable Standing, and daily-cap views.

## 2026-07-16 - 1.0.20

### Added

- Added persistent Primary, Secondary, and Melee Rivens with Indistinct, Veiled, and Unveiled states; weapon-bound challenges; randomized positive/negative effects; rank scaling; and Kuva cycling with explicit keep/accept choices.
- Added Kuva, Riven Slivers, mission acquisition, ten-Sliver Foundry redemption, Riven inventory tooltips, and Arsenal management controls.
- Added universal melee recognition through the `arsenal_station:melee_weapons` item tag and main-hand attack attributes.

### Changed

- Rivens bind to TaCZ's actual gun ID, and their damage, elemental, critical, status, multishot, and fire-rate effects feed the existing TaCZ combat/property integration.
- Installed mod persistence now retains dynamic per-item payloads when installing, swapping, removing, previewing, or returning mods to inventory.
- Riven values intentionally do not use weapon disposition.

## 2026-07-04 - 1.0.19

### Added

- Added flexible mission-enemy overhead name/level labels, independent health/shield segments, armour-state colours, and elemental status-stack icons.
- Added Corrosive Projection and additive multi-source armour stripping that can fully remove armour.
- Added real item-model visuals to the world-rendered Upgrade stage and mission reward/pickup rows.

### Changed

- Steel Path now applies a 300% increase (4x final multiplier) to enemy health, shields, and armour, performs a second loot-table roll, and duplicates each resulting drop stack.
- Mission cards expose their enemy level range in a high-contrast badge; in-mission menu buttons use layered numbered states.
- Removed the redundant red `X` from installed mod cards while retaining their removal actions.

## 2026-07-03 - Mission behavior

### Changed

- Added a damageable, slowly regenerating Defense reactor that mission enemies can target while player damage is blocked.
- Reworked Survival air supply around collectible capsules and overflow reserve so sustained kills can maintain 100%.
- Routed Earth Free Roam to the existing Overworld without disabling normal Overworld spawning.
- Darkened the Star Map background and completed the eased Upgrade-to-first-person camera transition.

## 2026-07-02 - 1.0.18

### Changed

- Converted Upgrade, adapter/core, confirmation, and Star Map mission-detail surfaces to the shared projected holographic panel style while preserving their hit boxes and actions.
- Improved installed-mod hover easing; empty slots remain fixed.
- Increased Upgrade stat readability and retained independent scrolling for weapon stats and the mod inventory.
- Added a fast eased transition from the Arsenal overview camera to the player's first-person head position when Upgrade opens.

## 2026-07-02 - Workspace organization

### Changed

- Isolated recovery, release snapshots, legacy patch artifacts, and superseded documentation under `archive/`.
- Consolidated maintained documentation under `docs/` and established `docs/implementation-status.md` as the progress handoff.
- Expanded ignore rules for Gradle, Minecraft, Python, graph, IDE, and cleanup output.
- Moved optional asset-preparation inputs behind the documented `reference/assets/` boundary.

## 2026-06-22 - 1.0.16

### Fixed

- Replaced Earth and Saturn with the supplied folder artwork and added outward white hover pulses.
- Electricity chains only when the proc is applied; chained targets no longer receive repeated damage or persistent electric visuals.
- Enemy levels and per-status stack counts now use a dedicated client packet instead of changing entity or boss names.

## 2026-06-22 - 1.0.15

### Added

- Added Warframe-style elemental status procs with per-proc damage snapshots, independent timers, stack caps, dynamic health/shield/armor multipliers, crowd control, radial effects, and Void/Tau mechanics.
- Added Elementalist status-damage mods and regression tests for status formulas, proc weighting, and elemental pairing.

## 2026-06-22 - 1.0.14

### Fixed

- Regenerated planet textures with clean transparent edges and no restored checkerboard/white background around irregular artwork.
- Restored the previous compact Arsenal overview proportions and perspective panels.
- Weapon stats use compact 6px rows again, and rendering/scroll limits share the same row-height calculation so Total Damage is reachable.
- Hovering a planet adds a centered image pulse without hiding or revealing its texture.
- Mission hover details render as a fixed opaque top-layer card, preventing mission labels from overlapping the description or following the cursor.

## 2026-06-22 - 1.0.13

### Fixed

- Star Map planet textures now sample their complete 128px/512px image at every rendered size. Planets are fully visible on the initial overview instead of entering from the bottom-right while zooming.
- Mission, asteroid, and weapon damage icons use the same complete-texture scaling path, eliminating transparent top-left sampling.

## 2026-06-22 - 1.0.12

### Fixed

- Planet artwork renders above map decoration without circumference outlines; the selected-mission pulse scales its image while moving stars/asteroids and eased focus transitions remain unchanged.
- Weapon damage icons render at a readable minimum size with an explicit neutral shader color.

## 2026-06-22 - 1.0.11

### Fixed

- The Star Map now constructs and draws the complete 19-planet atlas immediately; overview planet textures no longer depend on zoom thresholds or mission-node completeness.
- Visual fitting includes planet artwork and labels below the top controls, with an 18px minimum logical planet diameter.
- Rebuilt all element icons from the supplied artwork using explicit crops; damage icons fit their stat rows and Status Chance has no leading icon or offset.
- Expanded mod previews are opaque, content-sized 128px cards instead of oversized translucent panels with unused space.

### Changed

- The main Arsenal overview uses stronger inward-facing integer-coordinate quadrilaterals with shared pixel/hit-test geometry and a wider right stats panel. Other Arsenal modes retain their existing layouts.

## 2026-06-22 - 1.0.10

### Fixed

- Added tightly cropped overview planet textures so all supplied planet images survive minification and remain visible before focus.
- Mission confirmation/countdown are now mutually exclusive opaque states with underlying nodes suppressed.
- Status icons use compact textures in Upgrade stats; installed/prospective mods show polarity-adjusted effective drain.
- Health damage while shields are empty restarts recharge delay; invulnerability frames render the shield grey.

### Changed

- Folded cards use the supplied landscape reference structure; hover displays one opaque portrait detail card based on the expanded reference.
- Mission/asteroid textures use compact variants at their real display size.

## 2026-06-21 - 1.0.9

### Fixed

- Shield damage now drains synchronized shield units, carries overflow into health, removes the unintended invulnerability gate, and hides the refined HUD in Creative.
- Mission rewards no longer call the base screen renderer, eliminating the post-mission blur pass.
- Additional renders without underlying `BACK`, `LOCK`, slot-number, Exilus, or mod layers.

### Changed

- Star Map planets are static supplied images with no placeholder/hover circles or moving Kuva animation.
- Installing a mod consumes its inventory item; removing/replacing returns exact ID/rank items. Forma returns mods until the reset-rank capacity is valid.
- Weapon capacity starts at 16 and grows from rank 16 through 30. Penjaga polarity was removed.
- Mission enemies render level and active supplied status icons overhead; vanilla potion visuals are hidden. Weapon Status Chance displays proc-capable icons.

## 2026-06-21 - 1.0.8

### Added

- Added Defense, Survival, and Exterminate to every planet; Exterminate starts above target and replenishes slowly.
- Added synchronized blue shield HUD, 20 base health, Exilus stat application, all-rank Creative mod variants, rank-add command, and inventory Mods upgrade/dissolve screen.
- Added prepared transparent, blur-disabled completed/uncompleted mission icons and supplied elemental/physical damage icons.

### Changed

- Removed placeholder planet disks and map lines, increased planet separation/focus zoom, added bounded Kuva motion, smaller labels, and modal input blocking.
- Upgrade now uses edge-to-edge adjacent panels, fully contained inventory rows, opaque Additional coverage, folded/hover-expanded mod cards, and polarity-colored drain.
- Arsenal overview uses reusable directional perspective panels, smooth category expansion, and rank progress; camera target is higher.

### Fixed

- Installed mods are removed when their exact physical ownership item is discarded.
- Added Exilus mods to used stat calculations.

## 2026-06-21 - 1.0.7

### Added

- Added the reference-positioned, textured 19-planet Star Map with sharp transparent artwork, cursor-centered zoom, assisted targeting, finite hover pulses, on-planet mission icons, and animated non-overlapping asteroids.
- Added a persistent Arsenal return button and compact Steel Path toggle to the Star Map.
- Added the opaque Upgrade `ADDITIONAL` modal with Capacity Core and staged Forma placement/polarity selection.
- Added one data-bearing `arsenal_mod` item and a creative-tab variant for every canonical mod definition.

### Changed

- Foundry recipes now use the former high-contrast directory-card treatment.
- Upgrade stats, slots, and inventory panels use adjacent responsive regions; Aura/Stance, normal, and Exilus slots are sized together, and both inventory rows fit inside their panel.
- Inventory Mods now comes only from real Arsenal Mod stacks in the player's inventory. Installing on an occupied compatible slot replaces it atomically.
- The Arsenal camera is farther away and centered lower so the full player model remains visible.

### Verification

- Added reference-layout, pulse, magnet radius, mission placement, asteroid separation, canonical mod uniqueness, and occupied-slot replacement tests.
- Updated `verifyStarMapRendering` to require every crisp map texture and reject the obsolete directory renderer.

## 2026-06-20 - 1.0.6

### Fixed

- Removed the inherited `Screen.render()` call that applied Minecraft's configured menu blur after the custom Star Map had already rendered.
- Replaced the unreadable compressed overview at small GUI dimensions with a high-contrast, scrollable planet directory. Selecting a planet retains the focused planet and mission-node view.
- Increased planet, node, progression-line, and status contrast without applying fractional transforms to text or hitboxes.

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