musclememory-1.2.2.jar
Curse Maven Snippet
What's new
1.2.2
Lumberjack no longer takes your house down with it. It chained through anything made of logs, so breaking one wall block felled the whole building. It now only fires on something that actually grew: the cut travels upwards, never below the block you broke, and the trunk has to have grown leaves over it. Leaves a player placed are marked persistent and do not count, so a hedge against a log cabin does not turn the cabin into firewood. Huge fungi still count — their wart blocks and shroomlight stand in for leaves.
Absorption now actually gives you the golden hearts. The node only raised
max_absorption, which is a ceiling and nothing more: no part of the game ever fills
the room it makes, so buying the node changed nothing you could see. It now grants the
hearts itself — two per rank — and tops them back up about five seconds after the last
hit you took, one heart at a time. The ceiling it raises is exactly the size of the
shield, so the two finally agree with each other.
Soulbound no longer prints experience out of nothing. It leaked from three places
at once. The game scattered your experience as orbs and the perk paid you its share
on respawn, so walking back to your own orbs left you richer than you died. Scholar
then took the refund for a new source of experience and multiplied it. And with
keepInventory on, the game already handed everything back before the perk added its
share on top. From the second rank, a death turned a profit.
Now the orbs are held back entirely — the perk hands the experience over itself on respawn — Scholar keeps its hands off a refund of your own experience, and the payout is capped at what the death actually cost. It is also never smaller than the orbs it replaced, so no rank of it is worse than not having it.
Apprentice no longer pays for crafting. It gave experience per craft, and nine diamonds are a diamond block and back again, so a crafting table was an experience machine. This is the same trap Bulk Work fell into in 1.2.0, and it has the same answer: a crafting table can be run in circles, so nothing may be paid out per craft. Apprentice now pays at the furnace only — a smelt costs fuel and cannot be undone into its own ingredient. Vanilla pays experience for smelting and never for crafting, for exactly this reason.
The reset button works on the Fusion tab. It did nothing there, because a fusion node belongs to two branches and the button only knew how to reset one. It now clears every fusion node and hands each half back to the branch that paid for it, for the usual experience-level fee.
All three anvil nodes work now, and the same way on both versions. Thrifty and Enchanted Steel were dead on 1.21.1: NeoForge fires its anvil event before the anvil works out its own price there and then overwrites whatever the event said, so the discount never survived. (On 26.1.2 the same event fires afterwards, which is why it worked there.) Both builds now reach the anvil directly, once it has finished, so neither depends on that difference any more.
Master Smith finally does something. It had never worked, on either version: it lowered the price to 39 levels, but at 40 the anvil throws its own result away before any mod is shown it, so there was nothing left to make cheaper. It now works on the cause instead. The price climbs because vanilla doubles an item's prior-work penalty after every visit to an anvil; a master smith files that penalty back down to a small amount before working the piece. Repairing the same tool over and over stops getting more expensive, and the anvil stops refusing the job.
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