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NeoOrigins

A modern port of Origins
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NeoOrigins v2.2.21 (MC 26.2)

File nameneoorigins-2.2.21+26.2.jar
Uploader
CyberDayCyberDay
Uploaded
Jul 26, 2026
Downloads
232
Size
11.3 MB
Mod Loaders
NeoForge
File ID
8511166
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:neoorigins-1495375:8511166"

Learn more about Curse Maven

What's new

A pack-author and compatibility release built around a rebuilt entity-group system and the sun. entity_group is 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, a helmet_protection toggle lets sun-burning origins burn even while helmeted, a sun_permeable tag 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, an origins:strong_ankles compatibility 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_group is now data-driven and datapack-extensible. The power previously understood only three hardcoded groups (undead, arthropod, water), and any other value — a bare illager, say — silently did nothing. Groups are now defined by data: a file at data/<namespace>/neoorigins/entity_groups/<name>.json declares what a group does through optional fields (immune_effects, invert_instant_effects, vulnerable_enchants, ignored_by, targeted_by, feared_by, and burns_in_sunlight), so group is just a label and no value is ever a dead no-op. A bare name resolves to neoorigins:<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_by fields, a group can now set targeted_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), and burns_in_sunlight (the player catches fire in daylight like a vanilla skeleton, honouring the same [sun_damage] helmet and umbrella rules as the exposed_to_sun condition). Player-built iron golems are exempt from targeted_by even when iron golems are listed, so only village-spawned golems turn on you.

  • Three new built-in entity groups: illager, piglin, and skeleton. illager makes 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. piglin treats you as kin so piglins and brutes never aggro — unconditionally, with no gold armour required, unlike vanilla. skeleton is 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, default true so 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 old helmet_dura_damage_chance = 0 even claimed to disable that protection while actually making the helmet a permanent free shield. Set helmet_protection to false and a worn helmet no longer blocks sun damage or takes durability wear from it, so those origins burn in daylight whatever they wear.

  • sun_permeable helmet tag: open helmets let daylight through. A new item tag, neoorigins:sun_permeable, seeded with minecraft: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_temperature action shifts a chosen temperature trait, and a neoorigins:body_temperature condition 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_ankles now halves fall damage. Legacy Feline-based packs list the origins:strong_ankles power by id, expecting the host mod to define it. NeoOrigins synthesizes those reference-only Feline ids, but strong_ankles was 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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