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NeoOrigins

A modern port of Origins
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NeoOrigins v2.2.39 (MC 26.1.x)

File nameneoorigins-2.2.39-26.1.jar
Uploader
CyberDayCyberDay
Uploaded
Nov 13, 2026
Downloads
7
Size
12.0 MB
Mod Loaders
NeoForge
File ID
9597843
Type
R
Release
Supported game versions
  • 26.1.2
  • 26.1.1
  • 26.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:neoorigins-1495375:9597843"

Learn more about Curse Maven

What's new

Several entity_glow powers on one player now show at the same time, and glow and hiding powers clear as soon as their condition stops passing. Pack authors can let an area_of_effect reach villagers and other mobs the server protects, and let mobs_ignore_player include the Warden and the other bosses. Mods can now add their own entity actions and build power types that contain other powers.

Supports: Minecraft 26.1.x (Java 25) · Minecraft 26.2 (Java 25) · Minecraft 26.3 (Java 25) · Minecraft 1.21.1 (Java 21)

Bug Fixes

  • entity_glow and prevent_entity_render follow their condition as it changes (#143). When the condition controlling the whole power stopped passing, such as a toggle being switched off, the entities it outlined kept glowing and the entities it hid stayed hidden, and its bientity_condition was no longer checked. They now clear as soon as the condition stops passing, and return when it passes again.

  • Several entity_glow powers on one player now work together (#144). Each power replaced the others' outlines, so only one power's targets glowed at a time, and removing any of them cleared them all. All of a player's glow powers now show at once, and removing one clears only its own outlines. When two powers outline the same entity, the power whose ID sorts first sets the colour. prevent_entity_render had the same problem and is fixed too. See entity_glow.

Pack Author Features

  • area_of_effect can ignore the server's friendly-fire settings (#146). The new ignore_friendly_fire field skips all five [friendly_fire] filters in gameplay.toml for that action: protect_owned_pets, protect_minions, protect_animals, protect_villagers and protect_iron_golems. This lets a helpful area effect, such as healing nearby villagers, reach the mobs those settings protect. It defaults to false, and include_source still decides whether the caster is affected. See area_of_effect.

  • mobs_ignore_player can include boss-tier mobs (#145). The Warden, Ender Dragon and Wither were always excluded. The new include_boss_tier field lifts that exclusion for whichever bosses entity_types matches, while both blacklists (the power's own and [entity_exclusions]), passive and the retaliation window still apply. The Warden then gains no anger from the player and does not hunt them, though its Darkness pulse still reaches them and sculk shriekers still summon it. The Wither's main head stops targeting the player but its side heads still fire, and the Ender Dragon is unaffected. See mobs_ignore_player.

Mod Developer API

  • Mods can register their own entity actions (#142). NeoOriginsAPI.registerEntityAction takes an id in the mod's own namespace, a codec for the action's config and a handler that receives the player and that config. Pack authors can then use the action in any entity_action, including inside and, if_else and delay, and parseAction and actionCodec read it too. A registered id takes priority over the legacy namespace fallback, and a config that cannot be read is logged and does nothing. These actions act on players only. A mod that also registers its action on the client gets it in the in-game action picker, where its fields are written as JSON. See Registering your own entity actions.

  • Custom power types can contain other powers (#142). NeoOriginsAPI.powerCodec gives a mod's power config a field that holds another power, written inline or named by id. Named powers are found after loading, so file order does not matter, and a missing power or a loop disables the powers that depend on it. The mod decides how the inner power runs: it can pass along the hooks it needs, such as activation, or grant the inner power with grantPower so it gets its own hotkey, HUD bar and saved state. When a /reload changes an inner power, players who hold it are updated the same way as for any other power. See Powers inside a custom power.

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