NeoOrigins v2.2.21 (MC 26.2)
Curse Maven Snippet
What's new
A pack-author and compatibility release built around a rebuilt entity-group system and the sun.
entity_groupis now fully data-driven: a datapack defines its own mob-affinity groups through declared fields, six groups ship built in (with new illager, piglin, and skeleton groups), and an unknown group id now warns instead of silently doing nothing. On the sun side, ahelmet_protectiontoggle lets sun-burning origins burn even while helmeted, asun_permeabletag lets open helmets pass daylight through, and the new skeleton group catches fire in the sun. Plus a Cold Sweat integration that gives eighteen built-in origins heat and cold resistances and weaknesses, anorigins:strong_anklescompatibility alias for halved fall damage, and a fix for aimed teleports dropping you into a Create: Aeronautics ship's sub-level (#115).Supports: Minecraft 26.1.x (Java 25) · Minecraft 26.2 (Java 25) · Minecraft 1.21.1 (Java 21)
entity_groupis now data-driven and datapack-extensible. The power previously understood only three hardcoded groups (undead, arthropod, water), and any other value — a bareillager, say — silently did nothing. Groups are now defined by data: a file atdata/<namespace>/neoorigins/entity_groups/<name>.jsondeclares what a group does through optional fields (immune_effects,invert_instant_effects,vulnerable_enchants,ignored_by,targeted_by,feared_by, andburns_in_sunlight), sogroupis just a label and no value is ever a dead no-op. A bare name resolves toneoorigins:<name>, a file whose id matches a built-in overrides it, and an unknown id now logs a one-time warning instead of failing silently. The six built-in groups are themselves data-backed and datapack-overridable. See POWER_TYPES.md for the field reference and a worked example.Three new group behaviours: hunt, flee, and burn. On top of the existing effect, enchant, and
ignored_byfields, a group can now settargeted_by(listed mobs actively hunt the player within ~16 blocks, the way wolves hunt a skeleton),feared_by(listed mobs flee the player within ~8 blocks), andburns_in_sunlight(the player catches fire in daylight like a vanilla skeleton, honouring the same[sun_damage]helmet and umbrella rules as theexposed_to_suncondition). Player-built iron golems are exempt fromtargeted_byeven when iron golems are listed, so only village-spawned golems turn on you.Three new built-in entity groups: illager, piglin, and skeleton.
illagermakes raiders (everything in#minecraft:raiders, outpost pillagers included) leave you alone, sets village-spawned iron golems hunting you while your own built golems stay loyal, and sends villagers and wandering traders fleeing.piglintreats you as kin so piglins and brutes never aggro — unconditionally, with no gold armour required, unlike vanilla.skeletonis the undead kit (Poison and Regeneration immunity, inverted instant effects, Smite vulnerability) plus wolves that hunt you and daylight that burns you. They join the existing undead, arthropod, and water groups.helmet_protection: sun-burning origins can burn through helmets. A new[sun_damage]toggle, defaulttrueso existing behaviour is unchanged. Sun-damage origins — Vampire, Phantom, Abyssal, Caveborn, Warden, and the like — were always fully shielded by any worn helmet with no way to change it, and the oldhelmet_dura_damage_chance = 0even claimed to disable that protection while actually making the helmet a permanent free shield. Sethelmet_protectiontofalseand a worn helmet no longer blocks sun damage or takes durability wear from it, so those origins burn in daylight whatever they wear.sun_permeablehelmet tag: open helmets let daylight through. A new item tag,neoorigins:sun_permeable, seeded withminecraft:chainmail_helmet. Any helmet in the tag counts as no helmet for sun damage: it neither shades the wearer nor takes durability from the sun. Add your own open or mesh helmets to the tag to let them pass daylight through while solid helmets keep shading.Aimed teleports no longer drop you into a Create: Aeronautics ship's sub-level (#115). Using a "teleport to where you're looking" ability while aiming at a Sable-backed airship teleported you into the contraption's hidden sub-level dimension instead of onto its deck, sending you into an endless fall that could crash the game. The cause: the raycast that finds your aim point returns a hit in the ship's internal staging space, and teleporting straight to it landed you in that empty region. The aimed teleport now lifts the hit back out into real world space, so you land on the deck you were looking at, while aiming at ordinary terrain still works exactly as before. (On 1.21.1, where Sable runs.)
Cold Sweat: built-in origins carry heat and cold resistances and weaknesses. With Cold Sweat installed, the built-in origins now react to its body-temperature system. Heat-adapted origins (Blazeling, Strider, Piglin, Cinderborn, Fire Mage, and Cave Dragon) resist heat and warm faster in the cold; cold-adapted origins (Frostborn, Sea Dragon, Merling, Kraken, Abyssal, and Siren) resist cold and overheat faster, with six more (Enderian, Enderite, Avian, Windwalker, Sculkborn, and Warden) carrying a milder cold resistance — eighteen origins in all, each gated so it only applies when Cold Sweat is present and stays invisible otherwise. Two new datapack primitives drive temperature directly: a
neoorigins:modify_temperatureaction shifts a chosen temperature trait, and aneoorigins:body_temperaturecondition tests it. Cold Sweat is a compile-only soft dependency: without it, the resistances never load, the action no-ops, and the condition reads false — none of which crash. See ACTIONS.md and CONDITIONS.md for the new action and condition.origins:strong_anklesnow halves fall damage. Legacy Feline-based packs list theorigins:strong_anklespower by id, expecting the host mod to define it. NeoOrigins synthesizes those reference-only Feline ids, butstrong_ankleswas missing from the map, so it silently did nothing while its siblings — fall immunity, nine lives, weak arms, carnivore, and cat vision — all worked. It now maps to native fall-damage scaling that halves fall damage, matching the real Origins "Strong Ankles".
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