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Mortals & Gods - Build Your Own Pantheon!

A data-driven worship mod: kneel at your altar, follow gods of life or death, craft or magic, order or slaughter, and grow boons through devotion.
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mortalsgods-neoforge-1.1.1.jar

File namemortalsgods-neoforge-1.1.1.jar
Uploader
BarunnBarunn
Uploaded
Aug 4, 2026
Downloads
654
Size
1.2 MB
Mod Loaders
NeoForge
File ID
8572917
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:mortals-gods-build-your-own-pantheon-1587843:8572917"

Learn more about Curse Maven

What's new

Mortals & Gods - Build Your Own Pantheon 1.1.1 Minecraft 1.21.1 | NeoForge

This release answers a second field report from Priesttech, who is building a custom pantheon on top of the mod and sent a list of everything the worship screen was getting wrong. Most of it turned out to be one underlying mistake: the server was writing finished English sentences and shipping them to the client as text. Thank you for the detail, and for the config that made every one of these reproducible.

IMPORTANT: client and server must both be on 1.1.1. The worship screen's network payload changed shape, so a mismatched pair now refuses the connection outright rather than showing an empty info panel.

===================================================================== THE WORSHIP SCREEN SPEAKS YOUR LANGUAGE NOW

Every word about a cost or a boon used to be assembled on the SERVER and sent as a finished string. Three consequences, all reported:

  • Everyone read the server's language, whatever their own was set to.
  • No lang file and no resource pack could change any of it.
  • Attribute names were invented by stripping the namespace off the id and swapping underscores for spaces, so irons_spellbooks:lightning_spell_power read as "lightning spell power" no matter what Iron's Spellbooks itself calls that attribute.

The server now sends ids and numbers, and the words are built on the client. Items use their real item name, mobs their entity name, and attributes and potion effects the description ids their own mods ship, so modded attributes are named by the mod that owns them. Everything left over is a translation key in our own lang file: 71 of them, covering the whole screen, every command message, and every chat line.

Tags have no display name anywhere in Minecraft, so an item or entity tag reads as its tidied last path segment ("c:ingots/gold" becomes "gold") and will pick up a tag.item.<namespace>.<path> key if a pack defines one.

===================================================================== FIXED

  • COSTS NO LONGER RUN OFF THE EDGE OF THE PANEL. Every cost was joined into one long sentence and drawn as a single unwrapped line, so with more than one or two currencies everything past the second was simply unreadable. The offering is now a heading plus one wrapped bullet per cost, inside the panel that already scrolls. The heading says how they combine: "all of" or "any one of".

  • A GOD'S SECOND KILL CURRENCY WAS INVISIBLE. The text builder returned after the FIRST kill currency, so a god asking for two kinds of blood advertised only one of them, and an unrecognised target rule collapsed to the bare phrase "earned by blood". Every kill currency is listed now, each in its own words.

  • KILL-FED GODS ARE IDENTIFIED PROPERLY. Whether a god was fed by blood was decided by comparing its cost caption to the literal string "earned by blood". A kill-fed god whose caption happened to read differently was treated as a gift god and shown an offering button it could never satisfy. The server says so outright now.

  • SCOREBOARD BOONS ARE HIDDEN FROM PLAYERS. A scoreboard boon exists so that datapacks and KubeJS can read worship state; printing "Tracks 'primis_favor'" at a worshipper leaks an internal objective name into what is meant to read as scripture. Boons may now carry "hidden": true or false, and SCOREBOARD boons default to hidden. They go on working exactly as before. Write "hidden": false to show one anyway.

  • THE BARS MOVE WHILE YOU WATCH THEM. State was sent only when the screen opened and after an action, so every bar was frozen at whatever it read on opening. A player with the screen open now gets a fresh snapshot every second, and the countdown ticks down smoothly in between.

  • THE DEVOTION BAR MEASURED ONLY THE FIRST BOON. A god with four boons had its bar driven entirely by boon number one, so a fast first boon and three slow ones showed a full bar while most of the god was barely awake. It now measures against the slowest boon, which is the one that decides when you are finished.

  • THE CREED NO LONGER BURIES EVERYTHING ELSE. A god's lore sat directly under its name, so a god with a paragraph of it filled the entire info panel and the bars, the offering and the boons all began below the fold. You had to scroll to see any number at all. The panel now opens on the standing, the offering and the boons, and the creed follows underneath at full length, still untruncated and still scrollable.

  • SCROLLING TEXT NO LONGER RUNS UNDER THE BUTTONS. The scroll region stopped a fixed 26 pixels above the lower button, which is four pixels INSIDE the upper one, so on any god with two buttons the text was clipped mid-line against the CHOOSE button and read as broken rather than as scrollable. It now clears whichever button block that god actually has.

===================================================================== THE FAVOR BAR IS NOW THE PATIENCE BAR

The teal bar was never the same quantity as the gold one under it. It ran linearly to empty across seven decay periods AFTER grace had already expired, while the devotion it appeared to describe was falling geometrically. At stock cadence it read empty while roughly half the devotion was still there, which is where "the two bars disagree" came from.

It is now the Patience bar, and it answers one question: how long will this god wait before its devotion starts to fall. It counts down in m:ss (h:mm:ss for a long grace window) against that god's own graceTicks.

A god that cannot decay at all is labelled "steady" instead of being drawn with a full bar it can never lose. That is honest about a real quirk: a god fed ONLY by blood was never stamped by anything, so decay skipped it forever and its devotion was permanent once earned. New config option killsCountAsWorship makes a qualifying kill postpone decay exactly as an offering does. It is left FALSE by default, because turning it on erodes standing that existing players earned under the old rule. Turn it on if kill-fed gods should decay like the rest.

===================================================================== NEW COMMANDS

/mortalsgods devotion get                    your standing in every god you follow
/mortalsgods devotion get <god>              your standing in one god
/mortalsgods devotion get <god> <players>    someone else's (op)
/mortalsgods devotion set <god> <value>      set it (op)
/mortalsgods devotion set <god> <value> <players>

Reading your own is open to everyone; reading someone else's, and writing anything, needs op. "set" also PLEDGES the player to that god, so one command puts a tester on a side: /mortalsgods devotion set test_god 0 moves them across without an altar. Anyone with the worship screen open sees the change at once.

===================================================================== ALSO

  • Every chat and command message the mod prints is now a translation key, including the renounce, emperor and offering-result lines that were literal text before.

  • A cost caption of "1 XP level" no longer reads "1 XP levels".

  • The percentage beside a bar is measured and right-aligned instead of drawn at a fixed offset, so a long countdown cannot clip off the edge.

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