Pathbound 1.0.0
Curse Maven Snippet
What's new
Pathbound 1.0 – the first full release. Everything since the first alpha, in one big step. From this version on, updates keep your worlds: new things arrive without breaking what you have built.
Coming from the alpha? Please start a new world – alpha worlds are not carried over. Back up your worlds before every update.
Highlights
- Arcane storage network: void racks and cells, a storage terminal with crafting grid, void anchors – tens of thousands of items in a few blocks.
- The manifold: power, items, fluids, steam, gas, mana and signals in one bundle, with lenses, chips and covers that hide your lines.
- Clockwork and steam machines: the steam tunnel borer with drones and storage, punch cards, clockwork drones, the diving bell, airships, the sailing boat and module carts with couplers and rail switches.
- Modular tools: press moulds, pick from 16 materials with their own traits and assemble your own pickaxe, axe, shovel, hoe and sword.
- Weather magic: the new Stormcaller tier brings rain, storms, fog and wind over one place; five new high spells, ley lines and binding circles.
- Electrification: wind turbines, solar panels, field pylons, logic gates and boards, the alloy kiln, ore refinery, quarry rig and enchanting engine.
- Life on the land: 120 dishes, breeding and companions that fight at your side, migrations, winter in temperate lands and meres full of life.
- Lock & Watch: locks, keycards and cameras – security that only protects.
- Pathbound Shaders (optional): wet ground and puddles, snow cover, northern lights, biome fog, 3D clouds and a soft horizon.
Small improvements
- Pathbound now has a Ko-fi page for anyone who would like to support it: a "Support Pathbound" button in the settings, and at most once a week a short, friendly hint (never in your first week, never during a boss fight). Switch the hints off under Settings → System → "Donation hints".
- The Spice Thicket now lives up to its name: cinnamon, coffee, ginger, turmeric and chili grow there several times as often.
- Fixed Tundra Lichen letting you see through the ground: the block below it now stays visible between the lichen patches.
- A void chest bound to a void cell – like the one built into the steam tunnel borer – now shows that cell's contents when you open it (view only, with the real count of every kind), instead of an empty pocket. Take and store items at a storage terminal.
- Nano strands of the manifold now carry a running pulse of light along their seam, and every manifold coupling catches a short lens glint now and then.
- Long electric conveyor lines run a little lighter on the server.
- Fixed a rare freeze when leaving a world while a huge build was still being redrawn (for example right after flying over a giant machine hall).
Development tree: a new roadmap for spaceflight
- The "coming soon" texts of the late Technology tiers show the new plan: spaceflight starts in orbit – catch and mine asteroids, harvest helium-3 from ice asteroids, smelt in orbit – and the Moon, Mars and Venus only come much later, when ion engines carry your whole base along.
Magic: fair dark spells, druid ley lines, binding circle sensor
- Curse and Blood Mark now follow the same rules as Wither Bind: they never land on a player while PvP is off, on a team mate without friendly fire, or on creatures a claim protects.
- Ley lines are druid lore now: the ley line marker and the ley tap unlock at the Druid tier (the tap takes living stone). Every school still uses their mana.
- New Binding Circle Sensor: set it beside a binding circle and it counts what stands inside – every creature, monsters, players, one kind (spawn egg) or a name (name tag) – as a redstone signal and on a signal channel (dye colour). Doors that open only when the circle is empty, lamps for a full trap.
Module carts: couplers and rail switches
- Cart Coupler: hang up to three module carts together – one cart with an engine pulls the others through curves and up slopes. A cargo rail stops the whole chain while it serves each cart. If a cart gets stuck, the coupling snaps and drops.
- Rail Switch: a switch with a straight track and a branch. Redstone or a signal channel from a signal strand sets it; give a cart a punch card and it picks its own way at every switch the card names.
Steam tunnel borer: drones, storage and turning
- The steam tunnel borer now turns round visibly at the end of a tunnel when there is room.
- New Borer Drone Bay: dock up to two clockwork drones in it and build it into your borer. While it drills, the drones fly out, pick up the loot left in the tunnel, set wooden supports and lay rails from the borer's store.
- New Borer Storage Module: link it to a storage core and the borer sends its loot straight into your storage.
- A diving bell carried by a crane or built into a vessel now keeps giving air while it moves.
Arcane storage network: tens of thousands of items in a few blocks
- Void racks join your storage like a drawer and hold ten void cells – tiny pockets made from a void crystal of the blood altar. One cell keeps 32 kinds and 16,384 items. No power needed.
- The storage terminal shows every drawer, chest, cabinet and cell of your network on one screen: search by name, @mod or #tag, sort, take a stack, half or one, store what is on your cursor. The crafting terminal upgrade adds a 3×3 grid that refills itself from the network after every craft.
- Void anchors link a far drawer wall (up to 256 blocks) to your network and keep that chunk loaded; the arcane storage rune does the same for a single drawer or chest within 64 blocks.
- Your network is yours: the core's placer owns it and can share it with friends from the terminal.
- Careful – a void cell is an ordinary item: burn or lose it and its contents are gone.
- The steam tunnel borer can now deliver into a void cell: attune a void crystal to a cell at its rack, bind the borer's void chest with it and set the loot to "into a void cell" – the loot arrives in your base at any distance. A full or foreign cell is never forced: the loot stays in the tunnel and the panel tells you why.
- Coming later: soul, data and nano cells, fluid/gas/mana cells, a pocket terminal and network bridges across dimensions.
Pathbound Shaders: no fog wall during boss fights
- Boss fights with a fog effect (like the Lampjaw) no longer turn the whole view into thick white fog with the Pathbound shaders.
Pathbound Shaders: no sudden fog in dry places
- Rain no longer turns dry biomes (deserts, the theme park) into a thick fog bank – the rain haze only appears where it actually rains or snows.
Pathbound Shaders: a softer horizon
- The far view now blends seamlessly into the nearby world: no bright fog band with a hard edge any more. Distant mountains appear as soft, misty silhouettes that fade into the sky layer by layer – also in the rain. New setting "Far View Range" (set it to your far view distance).
Pathbound Shaders: local weather
- Fog cells from the Stormcaller now wrap you in thick pale mist with the Pathbound shaders too, thinning out softly at the edge of the cell.
- Local rain makes the ground wet only where it rains.
Pathbound Shaders: snow, northern lights and 3D clouds
- Snow cover: when it snows, the tops of blocks and trees under the open sky turn white – first in patches, then all over – and melt away after the snowfall.
- Biome fog: swamps are hazy and green-grey, jungles humid, deserts and badlands sandy, cold lands crisp and blue.
- Northern lights: on clear nights in cold biomes, green and violet lights dance across the sky.
- Glowing runes and crystals: rune stones, mana and scale crystals glow in their own colours.
- 3D clouds (Ultra): soft, lit clouds with golden edges at sunset instead of the blocky ones. They cost a lot of performance, so only the Ultra level has them on.
Stormcaller: command the weather over one place
- New Druidry tier "Stormcaller" (Industry era) in the development tree: after the Druid, with a Weather Vane, a Thunderstruck Log and some spell practice (30 spells cast), it teaches the Elder Staff, Storm Call, Mist Veil, Wind Call, Guide Lightning, the Weather Cairn and the Storm Rod. Five new quests in the Magic chapter lead the way; the Weather Magic line shows what comes later (Season Turn, Gust, Storm Hawk, Tempest Form, Storm Battery).
- Weather can now change over one place instead of the whole world: a patch of rain, a thunderstorm, fog, strong wind or a dry spot in the middle of a storm. Fields get wet, cauldrons fill and fires go out only where it really rains.
- A dry spot in the middle of a storm really stays dry: no snow piles up and no cauldron fills there. Local rain now also leaves puddles, and local snowfall covers the ground even when the rest of the world is dry.
- Locks now also keep other players' pipes away from your gas and mana: a stranger's strand gets nothing from a locked tank or mana block, yours still works.
Modular tools: build your own pickaxe, axe, shovel, hoe and sword
- Press clay moulds for heads, blades, bindings and handles, fill them with material and put the parts together at the new Assembly Bench.
- 16 materials – from wood, flint and bone to bronze, steel, diamond and the metals of the depths – each with two traits: sharp, sturdy, light, heavy, self-repair, magnetic (drops go straight into your inventory), fire-hard or precise. Mix materials to combine traits; the head decides how hard a block you can mine.
- At the bench you can also swap parts (a new head makes the tool as good as new) and repair with the head's material. Enchanting and the anvil work as usual, and all the old tools are still there.
Local weather (groundwork for the Stormcaller)
- Weather can now change over one place instead of the whole world: a patch of rain, a thunderstorm, fog, strong wind or a dry spot in the middle of a storm. Fields get wet, cauldrons fill and fires go out only where it really rains. The spells and the Weather Cairn that use it come with the Stormcaller tier.
- Server owners can set the size and length of these weather cells, how many there may be, and whether the old weather spells change the whole world (off by default – fairer in multiplayer).
- Machines feel the local weather: water wheels turn 50 % stronger while it rains on them (the stream swells), windmills and wind turbines get the storm boost inside a patch of strong wind or thunder, and a dry spot in a storm gives solar panels full sun again. A rain patch over a sunny world costs solar panels exactly as much as real rain.
- Elder Staff: upgrade your druid staff at the smithing table with storm wood and a scale crystal (it keeps its enchantments). It hits harder and casts the new storm spells.
- Storm Call brings a thunderstorm over the land around you, Mist Veil a fog bank where monsters lose you beyond 8 blocks and other players can no longer see your name, map marker or locator dot, Wind Call strong wind for windmills and wind turbines.
- Rain Call and Clear Sky now only change the weather around you – nobody else's sky changes (server owners can switch back to world weather).
- Weather Cairn: holds rain, a thunderstorm, fog, wind or a clear sky over its area for good while a mana strand feeds it. Pick the climate with the Elder Staff.
- Weather Vane: a simple copper vane that shows the weather, when it turns and the local weather above it – and gives a comparator signal.
- Guide Lightning: while it thunders where you stand, a druid can call a real bolt onto the block they look at (up to 48 blocks). It hurts what stands there – never you, never other players while PvP is off, never what a protected area guards – and only sets fire when the server allows lightning fire (off by default).
- Thunderstruck Log: any log a real bolt hits – natural storms included – splits into a charred log with glowing cracks, the material for the druid's storm tools.
- Storm Rod: a druid lightning rod that storms find like a copper rod. Every strike becomes a little Nature mana (with a limit per minute) that flows along a mana strand to your crystals and totems.
- Gliding in the wind: inside a wind cell a glider sinks much slower; with loftstone ribs it even climbs a little.
- You can see local weather now: inside a rain or thunder cell it rains and the sky darkens, step out and the sky clears with a soft edge. Fog cells wrap you in thick pale mist, wind cells blow streaks of air past you, and from far away a column of storm clouds marks where a cell rages. Works with the Pathbound shaders too (the ground gets wet only under the local rain).
- New client settings (Nature → Local weather): how weather cells look (full, reduced or off) and their intensity.
Five new high magic spells
- Wither Bind (Dark Magic): the creature you look at withers and is held in place for a few seconds. Never your own pets; other players only where PvP allows it.
- Blood Moon (blood spell): a red moon over the land around you for three minutes – monsters grow stronger, but drop twice the loot and experience. It never reaches other players unless the server allows it, and it ends when you walk away.
- Dawn Gate (Light Magic) takes you home to your bed or the world spawn, Umbral Gate (Dark Magic) to the place you last died. Only you travel; a gate costs mana and half the price of a pathstone trip, and it will not open in the middle of a fight.
- Call of the Wild (Druidry): your tamed animals and companions rush to you and fight at full strength against the monster you look at.
- New guide page "High Spells"; new options in the Magic settings (Advanced).
Rivers at work and the first sailing boat
- Noria: a water wheel with buckets. In flowing water it turns a shaft at half strength and lifts water into a tank or pipe above it – and the fields around it stay wet, even far from any pond.
- Water sawmill: put it on a water wheel's axle and it saws logs into planks by itself – as many as the saw bench gives, without the hand work.
- Sailing boat: build a hull on the water, put a ship's sail and a tiller on it and set sail. No fuel: the wind drives it, faster in rain and storms. It steers like the paddle steamer.
- Village tasks: villages now ask for what fits their land – northern villages want hides, river villages string, desert villages clay – and some tasks pay a bonus item on top of the emeralds.
Clockwork machines: tunnel borer, steam governor, punch cards, clockwork drone, diving bell
- Steam tunnel borer: build your own borer around its drill head – chests, boiler parts, even a void chest ride along. It digs a ramp down, then long 5 × 5 tunnels in a zigzag, burns the coal it finds and closes off water and lava. Leave the loot in the tunnel for your drones or send it straight into a void chest. Sneak on it to stop it.
- Steam governor: put it between your boilers and engines and the steam behind it stays at the pressure you set. A redstone signal closes it.
- Punch cards: punch up to eight steps into a card – which redstone level, which signal channel, for how long – and let a punch card reader play them, once or in a loop.
- Clockwork drone: a little winding helper that flies, picks up loose items and carries them home.
- Diving bell: set it down on the sea floor, run steam (or compressed air) to it, and breathe under it while you explore wrecks and whale falls.
- New guide chapter and quest chapter "Clockwork machines".
Magic: ley lines, binding circles, rune engraving and growth tincture
- Ley lines: mana flows through the ground in straight lines from crossing to crossing. Hold a Ley Line Marker to see sparks along the lines around you and find out how strong the ground beneath you is.
- Ley Tap: set it on a ley line and it draws mana day and night, above or below ground – more on a crossing – and sends it to the crystals of your mana network.
- Binding Circle: draw it with blood magic and fill it with mana: no monster spawns inside, and monsters inside cannot get out.
- Engraving Table: engrave up to two runes into a tool or weapon – Haste, Reach, Ward or Edge – with a little mana and redstone, an ender pearl, an amethyst shard or quartz.
- Growth Tincture: steeped in the copper still; pour it on crops to make a whole patch grow, or on a scale crystal bud to grow it a stage.
Pathbound Shaders: rain you can see on the ground
- Wet surfaces: in the rain, ground and walls under the open sky turn darker and glossy and reflect the sky. Under roofs and overhangs everything stays dry.
- Puddles: flat ground collects puddles that grow while it keeps raining and dry up slowly afterwards, with little raindrop rings close to you.
- Not in deserts, snowy biomes, the Nether or the End. New "Rain" page in the shader menu (on/off, wetness, puddles, raindrop rings); Low has it off, Medium only wet surfaces.
- From high above, the world no longer looks drowned in haze, and tall towers stay clear in the morning mist.
- Shadows are a softer, cooler grey instead of bright blue, with a little warm light bounced from the sunlit ground.
49 new dishes – 120 in all
- From the first campfire on: borscht, onion soup, goulash, eel stew, rice congee, sage and rosemary tea, honey milk, corn cakes, cheese toast, baked apples, smoked fish, fruit leather, nut bars, a farmhand's platter and more.
- With the frying pan: falafel, breaded cutlet, fish with fries, banana fritters, shakshuka, French toast, crispy tofu and a thrumback steak.
- With alchemy: the fermenting barrel makes sauerkraut, spicy fermented cabbage, yogurt and kvass; the ageing cask makes aged cheese, cured ham and fruitcake.
- Every dish does something of its own: a small effect, warmth, lots of thirst, a long shelf life, quick eating or a balanced meal. The fruit juices now differ too, and venison stew makes you a little faster.
- New guide page Menu in the Food chapter lists every new dish by station with what it is good for.
Module carts
- Module Cart: a small cart for ordinary rails with three module slots. Fit a module by using it on the cart; break the cart and everything drops.
- Modules: storage (27 slots), tank (16 000 mB of any fluid), power cell (400 000 FE) and engine – the cart drives itself on coal, charcoal or coke, refuels from its own storage, and runs on energy with a power cell.
- Cargo Rail: stops a module cart, loads or unloads items, fluids and energy through the chests, tanks, batteries and lines beside and below it, then lets the cart go on. Switch between loading and unloading with an empty hand; a redstone signal lets carts pass.
- New guide chapter and quests "Rail"; more modules (drill, harvest, coupler, route switch) are on the development tree as "coming soon".
- Take modules out: sneak and use a wrench on a module cart – the module fitted last comes out with its load (its items, fluid, gas or energy) and brings it back when you fit it again.
- Gas Tank Module: carries 16 000 mB of steam or another gas (up to two per cart); cargo rails fill and empty it at steam tanks. Unlocked with steam power, next to the engine.
- A powered cargo rail is now a plain rail for ordinary minecarts: riders stay in, TNT carts are not lit, hopper carts are not switched off.
Fields and renewable power
- Wind Turbine: put it on a tall mast above open land and its rotor turns into power. The higher and the freer the air, the more it gives; storms blow harder.
- Solar Panel: free power by day under open sky, less in rain, none at night.
- Field Pylons: carry power through the air. Pylons near each other link with a glowing beam; switch one to sending at your grid and one to receiving far away, and it powers the machines around it. A little energy is lost on the way.
- Small Solar Panel: an early, cheaper panel from copper, glass and redstone – half the power of the big one, same sun and weather rules.
- Pylon modules: a field pylon takes up to three modules. The Growth Module makes plants around it grow faster, the Potion Aura Module gives you and your claim mates the effect of a loaded potion, and the Monster Ward Module stops monsters from spawning nearby. They run on the pylon's power and respect protected land.
- A receiving pylon on the same power network as its sender is now refused and tells you why, instead of sending energy in a circle.
- Field Controller: stand it among your crops. It harvests and replants, sows seeds on empty farmland and uses bone meal on young plants. Choose a field from 3 × 3 up to 15 × 15. It respects protected land.
Logic gates
- Logic gates: AND, OR, XOR and NOT gates, a counter, a timer and a signal comparator as small plates at Electrification in the Technology tree. Sneak + wrench flips a gate (AND becomes NAND and so on); an empty hand opens its settings.
- Signal channels: every gate also talks to the signal strand of a manifold. Pick a channel for each input and for the output, and one bundled strand feeds many gates at once.
- Logic Board (Digitalization): an 8×8 grid of wires, crossings, gates and timers in one block, edited in its own screen. Its four sides are inputs or outputs (also on signal channels). Broken boards keep their circuit.
- Copy a circuit: a board with a circuit and a blank board in a crafting grid give two boards with the same circuit.
- Editing keeps the state: gates you don't touch keep their output while you change other cells – a set latch stays set.
- Counter as signal strength: the counter's new mode "Count as signal" outputs its count as signal strength (0 to 15) and holds at its target, so a signal comparator can act at any count you like.
- Gates and boards only work when a signal changes, so large circuits stay smooth. A circuit that loops forever rests for a few seconds instead of slowing the game.
Three new Electrification machines
- Alloy Kiln: bronze, brass and steel with electricity, twice as fast as the crucible. Base metal in the top slot, tin, zinc, coke or coal in the slot below – hoppers sort them by themselves.
- Ore Refinery: crusher, ore washer and furnace in one block. Raw ore and water in, about two ingots per raw ore and the usual byproducts out.
- Quarry Rig: digs out a square of 8, 16 or 32 blocks behind it, all the way down – everything or only ores. A block in its input slot is thrown away instead of stored (say goodbye to stacks of cobblestone). It leaves chests, fluids and other players' claims alone and pauses when its outputs are full.
- The Quarry Rig keeps working when you walk away: while it runs it keeps its own chunk and the chunk it is digging loaded, until it is done, full, out of power or switched off with redstone. Server owners can turn this off in the settings.
Lock & Watch: security that only protects
- Lock: put it on a door, trapdoor, gate, chest, barrel, furnace or a Pathbound container. Only you open it – and the players you name. Nobody else can break it, blow it up, push it with a piston or put a hopper next to it.
- Keycards: a Keycard Writer makes cards with five access levels. A Keycard Reader sends a redstone pulse and opens up to four linked doors when someone shows one of your cards. Locks can take your cards too.
- Cameras: hang Security Cameras and watch them from a Monitor. Switch cameras with left/right, sneak to leave. A red lamp on the camera shows when someone is watching – no hidden spying.
- No mines, no turrets, no traps. Everything respects the claims on your server; operators in creative can moderate.
- Keycard serial numbers: every card you write gets its own number. At your Keycard Writer you see all cards you issued and can revoke a lost one – every reader and lock of yours refuses it from then on, and you can restore it again.
- Locks stop other players' automation: hoppers, hopper minecarts, droppers, pipes, conveyors, cargo rails and machines can only take from or fill a locked container when the player who placed them has access. Your own automation keeps working.
Bench upgrades
- The Tool Rack Workbench has three upgrade slots. Put a card in, or right-click the bench with it.
- Bench Settings Upgrade: set up a block before you craft it. A button under the result opens a small panel; the crafted item keeps the settings when you place it. First up: the steam tank can start as fill only, drain only or both ways. Covers, machines, pipes and filters will follow.
- More bench upgrades are on the development tree as "coming soon".
Covers for your lines
- Wooden cover: turn a manifold into a full wooden block. Paint it with any dye, click a side to open it as a door and work on the strands inside; it closes when you click the frame or walk away.
- Industrial cover: a cable duct in 14 materials. Hold a wrench and look at a side: only the side in your crosshair slides open, and it closes again when you look away.
- Nano cover: looks like any full block you hold in your other hand (the block is not used up). For a wrench its front breaks into small squares that fly aside, and a small status light glows green or red when you walk past.
- Cover Sight Lens: a Wayfarer chestplate upgrade that opens nano covers without a tool in hand.
- New client settings "Covers": opening radius and door animation.
Fixes
- Claims are respected by more blocks: the pit pump no longer drains water inside someone else's claim, and rope reels and rope runs no longer reach into a claim you may not build in.
- Strand lines at chunk borders: a manifold strand next to a cauldron or similar block in an unloaded chunk no longer loads that chunk again on every pass. Servers no longer slow down there.
Druid: living light and the turning year
- Healing Bloom: a new druid staff spell that heals you, nearby players and tamed animals, and a few flowers open around you.
- Glow Grove: plant glowing shrubs that heal allies nearby now and then. The more shrubs, the more often. Bone meal adds a sister shrub.
- Heated rooms: a closed cellar with a heat source and a greenhouse gauge now grows crops in winter, no glass roof needed.
- Migrations: in winter herons and ducks leave for warm waters and reindeer herds come down into milder country. Spring brings twice the young.
- Shimmer Lure: crumble one and shimmering mobs become far likelier around you for five minutes.
- Looks page: from the Druid tier on, the travel journal records every biome look you meet, with its ability.
- Trophies now keep the biome look or shimmer of the mob they came from.
Banks, hives and a mere of your own
- Cattails grow in the shallows of rivers, swamps and meres: fibre, thatch and a poor meal.
- Grovekeeper crafts: bear and reindeer pelt rugs, an Antler Chandelier, and a Bristle Brush that paints planks right in your wall (dye in the other hand).
- Smudge Pot: take Wild Honey from a full bee nest without a single sting.
- Mere Spring: line a pool with clay, float three lilies, and the spring turns it into a real mere. Animals drink there, and frogs, ducks, dragonflies, fireflies and fish move in.
Weather on the ground
- Rain leaves puddles in hollows, and they dry up afterwards.
- Winter now reaches temperate land: snow falls, still water freezes at the edges, and the cold grows a little. It all thaws in spring. Both can be switched off in the settings.
Breeding and companions
- Bred animals now pass on more: distant coat colours mix, size can be bred stronger, and pace, hardiness, yield and docility run in the family. A stud book writes your animals down and names the best next pair.
- New machines for the farm: an automatic feeder that fills troughs from a hopper, a steam incubator that hatches every egg, a breeding station that picks what the young are bred for, and a fish farm tank that raises the fish you stock it with.
- Win over adult herd animals with patience: one feeding a day, four days, and never a hit. Raise an orphaned bear cub once you are an experienced keeper.
- Tamed bears, lynxes, wolverines and wolves fight at your side and level up. Four orders in the Gear menu: follow, stay, guard, attack.
- Tamed bison and deer become real livestock: shears give wool or antler once a day. Bison felt makes a warm armour lining.
- Greenhouses get a climate control: one powered block on the wall and the room is perfect all year.
- The eel basket catches mostly eels, in rivers and swamps.
Enchanting Engine
- New machine at Electrification: put in a plain item or book, pipe in liquid experience and power, and it comes out enchanted like the best row of an enchanting table with 15 bookshelves. One enchantment costs 6,120 mB, the same three levels the table takes at level 30, and 3 lapis, also like the table. Lapis has its own slot, so hoppers and item strands can top it up while an item waits. Sun Runes get it running.
Smoother factories
- Very long power lines no longer cost server time on every change, and long conveyor belts run lighter.
- On a power line of more than 4,096 strands, the line loss can read a little high for a few seconds after you change it if the line has dead-end branches. It settles on its own.
Helpers respect claims, void pockets get an owner
- Helpers, building wands and the mason's rod now respect land claims and protection mods: every block they change counts as yours, even while you are offline. A protected block stays as it is. Helpers skip it and carry on, and wands charge nothing for it. The
mobGriefinggame rule no longer matters for them, so servers can turn it off for creepers. - Claims now reach further: helpers only take from and sort into containers you may open yourself, cranes, elevators, dumbwaiters, pile drivers, drill rigs and airships act for the player who placed or launched them, and floating platforms and light spells respect protected land. A machine refused by a claim simply stops as if a block were in the way.
- Void pockets now have an owner: whoever places the first chest. Sneak-use the chest with an empty hand, or the void pouch in the air, to share the pocket with other players by name and to take them off the list again.
- Nobody else can open a pocket or bind to it, and hoppers and strands only work through a chest placed by someone with access. An older pocket without an owner goes to the first player who opens it.
Experience you can store
- New Experience Collector: orbs around it turn into liquid experience, nothing lost. Liquid experience now runs through every fluid strand, from clay up.
- New Fluid Tank: holds 32 buckets of any one fluid and keeps it when you break it. Use it with an empty hand to take experience out, sneak to store a level.
A mob farm for the Electrification age
- New Blade Floor: a powered floor that cuts the mobs standing on it. Their normal loot lands in the machine and their experience goes straight into its tank as liquid experience, ready for a fluid strand. It rests when no mob is on it.
- It never cuts players, tamed animals, villagers, mobs with a name tag or bosses, it respects land claims for the player who placed it, and its kills do not count for your quests. Bringing the mobs to it is up to you: it has no spawner.
Food & Cooking unlocks the good kitchen gear
- The copper cooking pot, frying pan, ice box and bellows now come with the tier Food & Cooking. The hearth and all clay stations stay free from the start.
- New for the early days: the Chopping Block gets five planks out of a log with an axe in one hand and logs in the other.
- New for Craftsmanship: the Tool Belt fills the belt place in your inventory with three tool pockets, three warmer armour linings (quilted, down and, at Electrification, thermal), the Insulated Tent with a built-in bed, and the quiet Recurve Bow.
- New for Electrification: Night Vision Goggles, the Climate Suit, the Electric Heater with an adjustable radius, the Steel Line Rod, and the Crystal Growth Tank, which grows scale crystals and precise lenses from a seed crystal, water and sea salt.
- The development tree no longer lists copper wire and item pipes: signal and item strands do those jobs.
Clockwork gear
- Heated lining: sew it into any armour piece. It gives +5 warmth while your steam gear supply heats it and burns steam only while you are cold.
- Steam Lens Lathe: grinds polished scale lenses on its own. Pipes bring crystals and sand, and the lenses leave the same way.
- Clockwork Ring: the two ring places next to your armour are open. While wound, a ring makes tools and weapons swing 8 % faster.
- Sky Chart Table: read every dragon you know at a glance. On an airship it warns the pilot of known flights ahead.
- The winding key now winds everything you wear in one go.
One key per theme
- Instead of about 30 keys, Pathbound now has one key per theme: J Map, K Knowledge (Guide, Catalog, blueprints, feedback), B Backpack (drink, quick access, row swap), Y Gear (multitool, tool modules, spells, light marks) and F7 Technical. Press one and a small menu opens; you keep walking and it never pauses the game.
- Pick with a number from 1 to 9, the mouse wheel, a click, or hold the key, move the mouse and let go. A menu only shows what you can do right now: light marks need goggles or a visor, drinking needs water in the backpack.
- Keys a menu would slow down stay as they are: dodge, parry, vein strike, zoom, crane remote and helm while steering, sorting and quick stack.
- Every action keeps its own key in the controls if you want one back; keys you changed yourself stay as you set them.
- New key overview: every action with its current key, what it does and when it works, like a small wiki. It opens from every menu and from the Guide.
- Mod keys: put keys of other mods into a menu or into an optional Mods menu. Nothing is moved unless you do it.
Storage strands: your drawers can live far from the core
- A new strand for the manifold links drawers, cabinets, chests and extensions to your storage core, far beyond its range. It starts as a simple tally cord in Craftsmanship, and brass, steel and plastic reach further, up to 2,048 blocks. Nano has no limit, and the universal conductor carries it too.
- Lay it in the same bundle as everything else. It shares its place with the data strand: a block with both shows one strand, half and half.
- Storage trims are gone: the storage strand now bridges every gap.
Scale crystal is easier to find
- Scale crystal geodes are much more common and also sit higher up, so cave walls and ravines near the surface show them. New worlds and new chunks only.
Monsters of their biome, and rare shimmering mobs
- Creepers, endermen, zombies, skeletons and spiders now take on the look of where they live, each with one small trick. A Rime Creeper leaves powder snow behind, a Dune Creeper rains sand, a Canopy Creeper's fuse is barely audible and a Canopy Enderman vanishes for a moment when hurt. Sixteen looks across deserts, snow, jungles, swamps, deep caves and the Nether. Look at a monster to read its name and what it does.
- Very rarely any mob spawns shimmering, with a soft golden sheen and small sparkles. It drops a little more loot and experience.
- Blocks are only placed by a creeper's blast and only where mobs may change the world. Everything can be set in the settings under World & nature.
- The theme park shows every look side by side, plus a shimmering example of each monster.
Hits land where you see them
- Every creature – Pathbound's and the vanilla ones – can now be hit where it is drawn: a dragon's tail, a bear's paw, a whale's fin, a wing in mid-beat. Sword blows, the crosshair target and arrows, tridents and other projectiles all count on the visible body, and a swing beside the model no longer hits an invisible box.
- Big creatures still fit through doors and tunnels – only hitting changed.
- You can switch it back to the plain boxes in the settings (Hits on the visible model).
Manifold: one rule for everything that flows
- Weak pieces are shared: a strand piece below the best tier of its network now carries its rate for all routes through it together – items, fluids, gas and mana. Two item lines through one wooden piece in a steel network share that piece, so upgrade it. A weak spur still slows only the routes through it, and networks of one tier move as much as before.
- Power loss follows the energy: strands the energy never passes no longer cost anything – a dead end without a machine or an idle branch of another tier loses nothing.
Manifold: channels everywhere
- Channels for every strand: from Digitalization on, plastic item, fluid, gas and power strands, aluminium steam strands, rune-glass mana strands and the express tube give every side one of 32 channels. Sides only exchange with sides on the same channel, so one line can carry separate item routes, separate power or steam circuits (each with its own pressure), separate mana links or separate post rounds. Older pieces in between carry only the first channel.
- Nano steam strands have no limit any more, like every other nano strand.
- The first strands are easier: the Craftsmanship strands (and the bronze steam strands for your first boiler) now hold a raw scale crystal – no light magic needed. The rough scale lens is needed from the Metallurgy strands on.
Comforts
- Graves: when you die, your items wait in a grave near the place you died – never in lava, and it is marked on your map. Only you can open it, and one click puts everything back where it was, armour and gloves included.
- Vein strike: hold the comma key (rebindable) while you mine an ore or chop a log and the whole vein or tree comes down, with everything dropping in one place. Better tools reach further; it costs a little hunger. Unlocked at Craftsmanship.
- Quick leaf fall: felled trees lose their leaves within seconds, and the leaves drift down in their own colours.
- Head-Up Visor and steam goggles: zoom like a spyglass and turn the mouse wheel to come closer; the Gear menu shows where monsters can spawn (red: now, yellow: only at night). The new electric visor is charged at the charging station.
- Saturation preview: while you hold food, the hunger bar shows what one bite gives back.
- Swing through grass: attacks pass through tall grass and flowers to the creature behind them.
Handy gear, helpers and backpack
- Mason's rod (Light magic): place a whole row of the block you look at, or one more layer over a wall or floor, with blocks from your inventory and backpack. A light outline shows where they go; the reach grows with your Light magic.
- Ward lantern (Druidry): fill it with mana and no monster spawns around it for about an hour – set it on a grove totem and it keeps glowing.
- Unbinding table: move one enchantment from an item onto a book.
- Heart vessels: rare finds in dungeon and ruin chests – each one gives you an extra heart for good, up to 10.
- Fireproof hull: fit it to any boat and sail across lava seas.
- Helpers quarry stone: give a steam carrier or clockwork helper the new quarry card and it mines stone where lava and water meet and brings it home.
- Workshop upgrade for backpacks: anvil, grindstone, stonecutter and smithing table wherever you go.
Theme park
- Every dragon is now in the theme park: Rimecrown, Mistmaw, Skymantle, Reefdrake and Murmurdrake each as a grown dragon and as a hatchling with its egg beside it, plus the Vaultwyrm.
- Creatures with several looks show all of them side by side: the deer kinds, owls, herons, ducks, boars, bison, elk, game birds, squirrels, penguins, the shorn mossback, the shed hollowstag, every great whale, both glide rays and the elder turtle at every age. Each sign names the look.
- The machine gallery has room for many more machines, and a new clockwork station shows the timer and counter working on their own. The magic works now also show a mana crystal and a prism lens.
Dragons
- Dragons have a completely new look: hunched shoulders, a low head with fangs and a heavy brow, spiked backs, claws and torn wings. Every kind glows in its own way: the Rimecrown's lightning cracks, the Mistmaw's sickly gills, the Skymantle's sail thorns, the Reefdrake's glowing stripes, the Murmurdrake's crystals and the Vaultwyrm's molten throat.
- Dragons are now about 60 % bigger and far more menacing. Their lairs grew with them: wider tunnels, taller camps and mouths, larger great halls and a much wider Vaultwyrm cavern. Their claws, wing buffets and shadows reach as far as their new size suggests.
Manifold: lenses, channels, chips and the universal conductor
- Every strand piece moves at its own speed – now for items, fluids, gases and signals too: a wooden spur to one chest only slows the deliveries into that chest, your steel trunk keeps its full rate.
- Signals by tier: redstone cord, copper and iron wire carry one signal (colours merge on the way), the bundled cable keeps 16 colours apart, ribbon and nano cables carry 32 channels. Data cables carry 32 telegraph channels too: pick a channel per face and only telegraphs on the same channel share a line.
- Scale lenses in every strand: each strand recipe holds one lens per eight strands, and better tiers need better lenses – rough, polished, precise, flawless, coated, multi-focus and nano lenses (the higher ones by simple crafting recipes for now). Prism Craft makes its own light lenses for the mana strand.
- New: the lithography machine (Digitalization) shrinks a circuit layout plate through a mounted scale lens onto a chip: circuit boards, processors and nano chips – the finer the lens, the finer the chip. Data cables now need a circuit board.
- Nano strands have no throughput limit any more (items, fluids, gases, mana and power).
- New: the universal conductor (Quantum Tech): one thick crystal conductor that carries everything at once. Use it on a manifold to replace all its strands (you get them back), or place it anywhere.
Power runs in the manifold
- Power cables are now the power strand of the manifold: bare copper, cloth-braided copper, armoured heavy current, plastic and nano. Lay them alone or bundled with your other strands; use a better strand on an existing one to upgrade it in place.
- Every strand carries its own tier: a weak branch to one machine no longer slows down the whole network – only the machines behind it. A copper piece on the way still limits what passes it.
- Bare copper still shocks while energy flows; braided copper wraps eight bare strands in wool and never shocks.
- The old copper, insulated and heavy cable blocks are gone.
Telegraph and tube post run in the manifold
- Telegraphs now connect through the data strand of the manifold instead of a wire spool: every telegraph on one strand shares a line – signals and messages reach all of them, as far as the strand goes.
- The tube post runs through the tube-post strand: lay brass tubes from station to station, alone or bundled with your other strands. The new express tube makes capsules three times as fast.
- The old pneumatic tube block and the telegraph wire spool are gone.
Steam runs in the manifold
- Steam pipes are gone: steam now travels in the steam strand of the manifold. Use a steam strand on any surface to lay a line; it bundles with your other strands in the same block.
- Bronze steam strands are the low-pressure start, brass strands carry four times as much, lose less heat and carry compressed air, and steel strands lose no steam at all. Upgrade a strand in place with a better one.
- A slow strand now only slows the routes that run through it – the rest of your steam network keeps its full speed.
- Pressure gauges, steam valves and pressure switches still sit right in the line between strand blocks.
Conveyor belts: real 3D items and many fixes
- Items on conveyor belts, chutes, junctions and sorters are now shown as real 3D models up close – blocks as small cubes, items lying on the belt, bigger stacks as a little pile. Farther away they stay simple pictures to save frames; the distance follows the performance preset and can be set (or flat pictures only) in the advanced Technology settings.
- Power now flows through junctions and sorters and along the whole chain of belts, no matter where the cable is connected – belts behind a sorter or before the powered block no longer stand still.
- Items fall off the end of a belt again when something low (a carpet, snow) lies in front, and they keep moving forward when they drop.
- Items sorted to the side show up on the next belt right away.
- The production line station in the theme park keeps running instead of filling up.
New: scale crystal
- Rare glowing geodes deep in the caves hold the scale crystal – things seen through it look smaller or larger.
- Light magic teaches you to grind it into a rough scale lens on a hand grindstone; a lens polishing bench turns one crystal and some sand into two polished lenses. These lenses will soon carry items through your conduits.
- Druids can wake living stone that grows crystal blooms again and again.
- The development tree already shows what comes later: lens machines, crystal growth, chip lithography and the scale lattice of the universal conductor.
Manifold: everything in one bundle
- The manifold now carries nine kinds of strands in one block – items, fluids, steam and compressed air, gases, power, signals, data, mana and the tube post – each in its own fixed place, as many as you like in one block.
- Every strand kind has tiers across the eras, from wooden item strands and redstone cords to plastic and nano strands. Higher tiers move more, and each tier looks like its era.
- Use a strand of another tier on an existing strand to swap it in place – your side settings stay and you get the old strand back.
- New look: straight runs show each strand with its type icon; turns, branches and machine connections meet in a connector box, and only the strands a machine can use run to it.
- New gas strand for real gases like hydrogen and oxygen (steam keeps its own strand).
- Mana now runs in the manifold: the mana strand links altars, crystals, sun rune tablets, the mana furnace, grove totems and life fonts. Living roots and blood channels are now the first two mana strand tiers; higher tiers move more mana at once, and only the strands on the way between two devices count – a slow side branch never slows a fast line. Light beams still jump between prisms and lenses, and a mana strand touching a prism joins its beams into the same network.
- Mana strands can already be bundled; their network follows soon.
Performance
- Huge machine halls render much faster: views over thousands of machines run up to 2–4 times the frame rate.
- Long conveyor belt factories cost about half as much server time.
Bug fixes
- Greenhouses keep working when their roof vents open (they counted as an open room before).
- The Pathbound shaders no longer drown flat worlds and the theme park in thick mist; valleys keep a light haze.
- Biome names like the theme park's show properly on the minimap, in quests and in the journal.
- The mirror wand now really uses one block from your inventory for every mirrored block, and no longer mirrors double slabs, stacked candles or chests.
- The mixing cauldron only takes bottled drinks (no more tipped arrows turning into draughts and free bottles).
- Pipes and hoppers feeding a void chest follow it when you link it to another pocket.
- Fighting and guarding helpers never attack players when PvP is off, and never you, your team or your own helpers and pets.
- Helpers no longer destroy items when carrying from a furnace or a full container, keep their bag when mob loot is off, keep their winding when packed up, and only work where their owner may build.
- Shift-clicking items into a trade stall no longer swallows them into the price/goods templates.
- Crate upgrades work with a normal right-click.
- Factory arms and assembly lines follow a wrench turn; breaking a working assembly line drops its product.
- Post stations, cables, pipes and other networked blocks keep working after flying on an airship or riding an elevator cabin; a carriage that cannot land drops the contents of its chests too.
- Telegraph signals sent while the far end was unloaded show after a server restart.
- Machines resume at once when power returns; less lag from airships and from blocks at chunk borders.
- Casting light on a spell light renews it for the full time.
Polish: missing pieces filled in
- Steamers, balloons and airships can now be refuelled by hoppers, conveyor belts, manifold item strands and helpers – park the ship under a hopper of coal and it tops up on its own.
- Boilers, steam furnaces, brick blast furnaces, coke ovens, electric furnaces and mana furnaces now count as heat for greenhouses, crucibles, cauldrons and keeping warm; the brazier gives gentle heat.
- Grown fruit and berries can be fermented too, not only apples and sweet berries.
- The development tree shows proper names for things that are coming later instead of internal ids, and lists more of the planned features of the early ages as "coming soon".
- The cooking pot's vanilla stews show their result in the catalog again; some blocks (bloom lantern, display case, box trap, feed trough) now break faster with the right tool; a lone mana prism tells you it is not linked yet.
Texts
- Guide pages, quests and tooltips in all languages name the current development tree tiers again, and several texts that contradicted the game were corrected. French and Russian now address you consistently.
- Long item descriptions in tooltips now wrap into a neat column instead of one very wide line.
Recipe fixes
- Fixed: the carrying strap, the reinforced backpack, the backpack filter and magnet upgrades, the sextant, the winding key and rolling brass plates in the rolling mill could be missing from a freshly started world – they are always craftable now.
- Rolling mill: steel beams now roll from steel plates (3 plates → 4 beams, the same steel as before), so the mill can make plates and beams side by side. Two steel blocks roll into 9 plates (one block made plates at half price).
- The Brass Frame drawer upgrade is crafted now: four brass plates around a brass gear (the steam press kept turning brass plates into gears instead).
Airships
- Build your own airship (Clockwork): a deck with the Airship Helm, a steam engine, a propeller and enough Loft Gas Envelopes to carry it all – every block, your cargo and your friends count. Everything connected to the helm flies as one piece.
- At the helm: ↑/↓ fly ahead or astern, ←/→ make a quarter turn – the whole ship turns with everyone on board – and jump/sneak climb or descend. Only the propellers use fuel; hovering is free.
- Chests, barrels and animals fly along. Let go of the helm and the airship docks where it is – even in mid-air – and becomes blocks again.
- Fixed: steamers, balloons and airships built on grass no longer refuse to cast off ("too many blocks connected").
- New guide page, two quests, and an airship waiting above the theme park pond. Coming later: machines that keep working in flight, and an autopilot.
Clockwork age: compressed air, tube post, telegraph, timers and the gantry crane
- Air Compressor: put it on a turning shaft and it pumps compressed air into your steam pipes. A pipe network fed only by compressors carries air – the same pipes, tanks and gauges you already know.
- Tube post: Post Stations send item capsules through Pneumatic Tubes by address – over any distance, even to far stations whose chunks are not loaded. Give each station a name, type where to send, press Send (or let it send automatically from a hopper). A capsule that cannot be delivered comes back. The Tube Switchboard joins tube lines.
- Telegraph: link two telegraphs with a wire spool; a redstone signal at one end shows at the other, and a book's first page is sent as a message to everyone near the far end.
- Clockwork Timer and Clockwork Counter for your redstone builds.
- Gantry Crane Winch: a crane winch driven by a wound spring – wind it with the winding key and give it a Route Card: every redstone pulse sends the load to the next saved stop.
- Clockwork Joints for the Wayfarer leggings: wound up, you walk faster and step up whole blocks.
- New guide chapter and quest chapter "Clockwork Age".
Exploration and logistics
- Biome Sextant: read the biome you stand in, pick a climate and let it find the nearest desert, jungle, snowfield … – the find is marked on your map.
- Tracker's Lens: one look shows every animal track around you, twice as far as tracking by sneaking.
- Trail Markers: coloured posts that show on everyone's map; markers of one colour join into a trail.
- Survey Table and Survey Atlas: carry the atlas and the land you walk through is charted for everyone; at a survey table it draws what other surveyors charted onto your map.
- Fossils: patterned fossil stone hides in the rock – free bones, fragments and rare skulls and ammonites with the Fossil Brush and build your own museum.
- Dodge roll and active parry: a stamina bar, a quick roll that lets blows and arrows miss, and a parry that turns a well-timed hit aside and staggers the attacker (the two mouse side buttons, changeable).
- Crates in three tiers: wooden, iron and steel crates – fit iron and steel fittings to a crate and it grows where it stands, nothing falls out.
- Sorting Hopper: one hopper sorts a stream without any power – filter items go out the side, the rest drops below.
- Trade Stall: set up to three offers, fill the stock and let other players buy while you are away – safe, exact, and only you can break it.
- Reinforced Backpack: 54 slots and nine upgrade slots, with the new Magnet and Filter upgrades.
- Steel Shelves (drawers with twice the room) and the Core Expansion for bigger storages.
Heavy industry: steel, oil and big machines
- Build a Blast Tower from fire bricks and steel: it melts iron into steel four ingots at a time, eight times as fast as the brick furnace, on half the coke – fed from the top by a hopper.
- Oil fields lie under the Overworld – look for a small black oil seep. An Oil Well pumps the field of its chunk (fields run dry and slowly refill), and the Refinery turns crude oil into fuel canisters (a strong fuel for generators and boilers), lubricant, plastic and acid.
- The Drilling Rig bores down below its derrick and brings up every ore it finds – feed it on into the crusher and ore washer.
- New building tools: the Block Former turns stacks of blocks into stairs, slabs, walls or fences, the Blueprint Projector shows a blueprint as a hologram for everyone nearby, and the Slewing Crane turns its whole jib with the load a quarter turn.
- The rolling mill now rolls steel beams, and a steel block into nine plates at once. New guide and quest chapter "Heavy Industry".
Magic works: a network of light, the blood altar, void chests and building wands
- Sun rune tablets (Light Magic · Sun Runes) gather sunlight as mana by day under the open sky. Two new spells come with them: Radiant Ward keeps monsters out of a circle of light, Blessing makes your tool mine faster and hit undead harder. A light rune strengthens your Wayfarer armour.
- Prism Craft: light now carries mana. Mana blocks link along straight beams; light prisms turn them around corners, prism lenses reach twice as far. Mana crystals store what your tablets and altars gather, and the mana furnace smelts with mana instead of fuel – twice as fast.
- Building wands: the fill, replace and mirror wands build with real blocks from your inventory for a little mana – fill a box, swap a whole wall, or build one half of a house and get the other half mirrored.
- Blood Altar: offerings and fights nearby turn into a lot of mana; soul crystals keep it. Offer an amethyst shard to make a void crystal – and with it void chests and a void pouch that all open the same small pocket, wherever they are.
- Blood Pact: the Crimson Pact makes you very strong for two minutes – at a price. Blight curses the monsters in an area, blood channels carry mana between altars and crystals (they join the druids' living roots), and the ritual anvil mends gear with life force. Bloodletting turns blood into mana.
- New guide pages, seven quests and a theme park station.
- Fixed: a mana network you walked away from no longer keeps reloading its chunks in the background.
Helpers
- Helpers work for you now, and they all follow one system: give a helper a Task Card (harvest, carry, sort, collect, mine, guard or fight), then use the Helper Whistle on a chest to make it its home and on two blocks to mark its work area. Use the whistle in the air to stop it or send it back to work.
- Animal companions: your tamed wolf – or a fox that trusts you – collects dropped items or guards its post. Feed it by hand, or leave food in its home chest.
- Steam Carrier (Steam Power): a little boiler on legs that carries, sorts and collects, 18 stacks at a time. It burns coal or any other fuel and refuels from its home chest.
- Clockwork Helper (Clockwork): a brass automaton that harvests and replants your fields, empties and sorts chests, digs out an area layer by layer, guards or follows you into a fight. Wind it with the Winding Key.
- Every helper needs upkeep, and how many you can have grows with your eras. Helpers with nothing to do rest and cost the server nothing. Server owners can allow unlimited helpers (with a warning) and set a hard cap.
- Look at a helper to see what it does – or why it is waiting. Guide chapter and quest chapter "Helping Hands"; robots, drones, spirits, undead servants and more are waiting in the Helpers line of the development tree.
Nature magic: druids, grove totems and the weather
- Druidry now gives you mana, just like Light and Dark Magic: every Nature tier makes your mana pool bigger.
- Sprig Focus (Seedling): cast Verdant Touch to make the crop or sapling you look at grow.
- Grove Totem (Grovekeeper): set it among leaves, flowers and animals and it gathers mana all by itself – flowers count most. Tap it with an empty hand to fill your mana.
- Druid Staff (Druid): a sturdy combat staff that sends a growth wave through a whole bed of plants and calls rain or a clear sky under the open sky.
- Living Roots link grove totems and life fonts into a spring network: tapping one totem draws on all of them, and the network keeps your life fonts filled.
- New guide page "Nature Magic", four quests and a "Druidry" line in the development tree with what comes next.
Seasons and the glass greenhouse
- The year now turns through spring, summer, autumn and winter (seven days each). A season calendar tells you the season and the day.
- Crops grow best in their season: most from spring to autumn, cabbage, leek and turnip also in winter, maize and melons love the summer. Out of season they only grow slower – never stopped unless a server wants it strict.
- Build your own glass greenhouse: any closed room whose roof is at least half glass, with a greenhouse gauge inside. Crops in it grow all year. Add a campfire or hearth for the winter, open the new roof vents in summer and set up a sprinkler – a perfect greenhouse even grows a little faster.
- New guide pages and quests; the options sit under Advanced.
Botany: grow pots, hybrid plants and the herbalist's craft
- Grow pots let crops, herbs, berry bushes and flowers grow anywhere, even indoors – just add water (a bucket, a bottle or the rain) and light.
- Every seed from a pot carries traits: yield, vigour and hardiness. Cross two seeds at the new planting bench (or let two ripe pots stand side by side) to breed better lines; rare mutations push them further.
- The seed library keeps one sample of every line you breed.
- The flower press turns every coloured flower into twice its dye, the herbalist's table dries herbs and flowers into tea blend and dried, moonlit and shade petals for alchemy.
- New guide chapter and quests "Botany"; unlocks with Farming · Greenhouse & Botany.
New wild animals: heron, otter, owl and wolverine
- Herons and white egrets wade into shallow water at rivers and marshes and stand there fishing – come too close and they take off on slow wings.
- Otters live at rivers, streams and lily meres and escape into the water faster than you can swim.
- Owls (tawny, eagle and snowy owls) doze in the tree crowns by day and hunt and hoot at night – their flight is silent.
- The rare wolverine roams the taiga and the snowy north. It never attacks first, but fights back fiercely when hurt.
- New guide page, a quest for the Druid tier, spawn eggs and one switch per animal in the settings (Advanced).
Alchemy: from herbal brews to bottled mana
- Boil herbs in a cooking pot over a campfire for healing and vigour brews.
- Grind herbs with a mortar and pestle, then let a fermenting barrel turn fruit into herb wine and steep tinctures that last longer – it keeps working while you are away. Travel tinctures let you leap higher, float down gently or breathe under water.
- Blade oils coat your sword, axe or spear for 16 hits of poison, fire or frost.
- The mixing cauldron mixes up to three drinks into one draught – some effects cancel each other, some combinations give a bonus, and glowstone or redstone tune strength against duration.
- A copper still, an ageing cask (tinctures last half again as long) and the alembic for pure essences – including mana essence, bottled mana that refills your magic.
- A recipe codex notes everything you brew. Hoppers and pipes can run every station. New guide and quest chapter "Alchemy".
Steam workshop
- New steam machines for the Steam Power tier: the Powered Saw cuts a log into 8 planks – or into stairs, fences, beams and every other plain wood shape you put in its pattern slot – on steam or on a turning shaft.
- The Hammer Mill grinds raw ore into 1.75 dust, the Ore Sieve finds a share of the metals that grow with an ore, and the brass Rolling Mill rolls four ingots into plates at once.
- The Steam Stove cooks four dishes at the same time and heats a cooking pot or pan standing on it; the Steam Heater keeps a room warm against the cold.
- The Steam Assembler crafts any recipe over and over from a hopper of parts – give it one finished item as the pattern.
- Control your steam: the Steam Valve cuts a pipe line (redstone flips it), the Pressure Switch gives a signal at a set pressure, and the Rotation Gauge turns shaft speed into redstone.
- Two new machine upgrades: Overclock (twice the speed for a lot more steam, only at high pressure) and Auto-Eject (results go straight into the chest or machine next to it).
- Guide chapter and quest chapter "Steam Workshop", and a working station in the theme park.
Steam vehicles and lifting
- Build your own paddle steamer: a hull on the water with a steam engine, a paddle wheel and a helm. Cast off from the helm and steer with the arrow keys – chests, barrels, animals and friends ride along. Without anyone at the helm it docks after a few seconds and is ordinary blocks again.
- Build a hot-air balloon: a burner on a basket and envelope blocks above it. Heat to rise, vent to sink – the wind decides where you drift, and it turns twice a day.
- The brass glider: your hide glider on a brass frame glides farther (1:5) and lasts twice as long.
- New hoists for the steam era: the geared winch moves an elevator twice as fast, the steam winder runs on steam pipes and reaches deep mine shafts, the steam crane winch drives any crane on steam, and the steam pile driver rams log or brick piles through mud and sand down to the rock – for bridges and piers.
- New guide chapter "Steamers and Balloons", nine quests and a new station in the theme park.
- Fixed: a crane no longer lifts the grass, podzol, mycelium or moss under a load – the ground stays where it is.
Wayfarer armour: one armour that grows with you
- Your hide armour is now the Wayfarer armour. At the new armour bench you add iron fittings (as strong as iron) and later steel plates (as strong as diamond) – and every layer opens upgrade slots. Slots are few, so choose.
- First upgrade: the steam unit for the chestplate – jump again in mid-air for a steam burst, mine faster and carry a heavy backpack more easily. Refill it at a filling station, a steam tank or a boiler.
- New weapon: the steam lance – a spear whose steam piston drives you forward when you start a charge.
- Every plating and the steam unit show on your character. Guide pages, quests and a "Wayfarer Armour" line in the development tree with the upgrades still to come.
Production lines
- Let items travel on their own: wooden chutes slide items downhill, mechanical conveyors run on rotation, and three electric conveyor belts carry up to 20 items per second.
- Belt junctions split a belt evenly (a redstone signal turns them into a switch), item sorters send what matches their filter to the sides, factory arms move items from chests into machines – smart with furnaces – and the assembly line builds rails, cables, motors and more from parts arriving on the belt, with a better yield than the crafting table.
- Hoppers, pipes and the manifold work with every belt; belts pick up dropped items and carry you along.
- Built for big factories: thousands of loaded belts cost almost nothing, and items glide smoothly on screen.
- New guide chapter and quest chapter "Production Lines", and a working production line in the theme park.
Manifold: many conduits in one block
- New: the Manifold carries an item strand, a fluid strand, a steam strand, a power strand and a signal strand side by side in one block – every strand stays visible as its own thin line, so four pipes become one tidy block.
- Put a steam pipe or a cable into a manifold and it stays part of its steam or power network; use a strand on a single pipe or cable to turn it into a manifold in place.
- Every side of every strand has its own setting: insert, extract, both or off, a priority, nearest first or round robin, and a nine-slot item filter. The signal strand carries redstone in 16 colour channels (lever in, lamp out).
- Empty hand opens the side settings, the wrench switches a strand off on one side, and breaking takes out one strand at a time. Item and fluid strands come with Craftsmanship, the signal strand with Electrification; guide chapter, quests and a station in the theme park included.
Clearer settings
- The Pathbound settings now have just eight areas – Performance, Graphics & world look, Sound, Interface & map, Gameplay, World & nature, Accessibility, Server & system – each with a few clear switches and sliders.
- One performance preset (Low, Medium, High, Ultra) sets all draw distances at once; master switches turn whole groups on or off, like machine animations, atmosphere effects or survival needs.
- Every fine-grained option is still there under Advanced in its area, and search finds all of them. Your existing settings, server configs and modpack configs keep working unchanged.
Feeding the ducks
- Throw bread into the water: the nearest swimming wild duck paddles over, eats it, dives for a moment and comes back up – and it will not flee from you for a while afterwards.
Pathbound Shaders (new, optional)
- A shaderpack made for Pathbound, for Iris: leaves, grass, flowers and crops sway in the wind, sun rays break through the trees, morning mist settles in the valleys, and water is clear in the shallows, deep blue further out, with waves, sky reflections and sparkling sunlight – still unmistakably Minecraft water. HDR lighting with soft glow and eyes that adapt to caves and bright days.
- Four quality levels (Low to Ultra) and single switches in the Iris shader menu, all in seven languages.
- Smooth on big screens: shadows only where they are seen, lighter HDR buffers; leaves glow when the sun shines through them, warmer sunlight and livelier colours.
- The water now rises and falls in slow swells, fireflies glow golden, and the glow around lights is very subtle.
- With the Pathbound shaderpack, Pathbound's far view now works too: mountains and coasts up to the horizon, shaded by the pack – play with a lower render distance and still see far.
- Install: Iris and Sodium, then put
PathboundShaders-<version>.zipinto theshaderpacksfolder.
A new development tree: three directions
- The development tree is rebuilt as a board with three directions – Technology (Mechanics & Electronics, Steampunk), Magic (Light, Dark with blood magic, Alchemy) and Nature (Druidry, Farming) – and one row per era, from Primitive at the bottom to Omega at the top. At the very top the World Core joins all three directions.
- Logistics, combat gear, exploration and breeding no longer have their own branches: their items now unlock in the tier of their era (bigger backpacks in Craftsmanship, the storage core in Electrification, the airship in Clockwork, steel tools and kinetics in Metallurgy, hunting, fishing and husbandry in Farming).
- First things are free: the jute and leather backpack with their first upgrades, the camp gear (bedroll, hammock, tent, fire pit, linings), the travel journal, the hopping keel, flint hatchet and pickaxe and the hide armour need no tier any more. Early Days stays the goal of the first era and unlocks the bronze weapons.
- Cross-links between columns are shown as dashed connectors; hover a tier to read what it contains. Column headers and era names stay at the edges while you move the map.
- Many new tiers up to Omega show what is planned, among them an arcane storage network with void crystals, void chests, steam and aether tunnel borers, a molecular scanner and the replicator.
- Your progress carries over: tiers you had reached stay reached in the new tree, quests and guide links point to the new tiers.
New play mode: Free Spirit
- Survival without death: hunger, effects and angry mobs stay, but your health never drops below half a heart – a hit that would have ended you gives a moment of protection instead. Falling into the void puts you back on solid ground.
- Fly like in Creative (jump twice).
- Take items from the catalog – only what you have unlocked in the development tree (and discovered). Taken items are normal stacks: placing uses them up. Creative-only items are never handed out.
- Choose it when creating a Pathbound world (Customize → Play mode of new players) or switch with
/pathbound mode freespirit. Not in Hardcore; servers can turn it off. Quests, advancements and the development tree progress as usual.
Combat & Gear: bronze and hide
- Bronze sword – a little stronger than a copper sword, made from two bronze ingots.
- Bronze spear and steel spear – jab from a distance or charge while running or riding, like the new spears of the game. The steel spear comes with Metallurgy.
- Hide armour – salted hide laced with string: one point more than leather and just as warm.
- Early Days unlocks them; a new quest chapter Combat & Gear and a guide chapter explain them.
Accessibility
- Screen scale: make every Pathbound screen (guide, map, catalog, machines …) bigger or smaller than the game's GUI scale.
- Clear announcements: tiers reached, quests done, journal entries and boss attack warnings are also shown as a caption and read out by the narrator.
- Reduce motion now also calms the camera tremor of sinking sky isles, blinking warnings and pulsing glows.
- Colour-blind schemes now also cover machine status lines, done/not-possible marks and the power map (thicker lines for better cables).
- All four are now real stages of the Accessibility line in the development tree – always available, never locked.
Magic
- Magic arrives early: the first tiers of Light, Dark and Blood Magic need only vanilla materials and teach your first spells. Learn them in the development tree, cast them with the focus of each school.
- Mana grows with every tier you reach and flows back by itself; a slim bar next to the hotbar shows it. The spell key (^ on German, ` on US keyboards) switches spells – hold it and turn the wheel to pick.
- Eight spells: Kindle Light, Light Orb, Healing Spell, Shadow Sense, Shadow Step, Curse, Blood Mark and Life Tap.
- Blood spells cost blood – or the life force you gather at a sacrificial bowl (offerings, foes defeated nearby) and a life font (fills slowly, heals you).
- Carve rune stones with the rune chisel: they give you mana and recharge by themselves.
- New guide chapter and quest chapter Magic, and a settings page Magic.
Wyrmlore: the dragon chapter
- All dragon quests now live in their own quest chapter, one path from the first rumour to your own flying dragon, the Delvehold and the Ender Dragon – with nine new quests along the way (meet all five kinds, raise a dragon to grown, fly with the flight saddle, and more).
- The guide has a Dragons chapter with every dragon page in order and a new page that shows where each dragon item unlocks in the development tree. Both chapter names grow with your progress.
- New key hints for the dragon roost, the murmur focus and the Delvehold tablets.
The Delvehold
- Under the greatest mountains, far from spawn, lies an abandoned deep-hold – at most four in a whole world. Six halls (forges, a library, barracks, a throne hall, a mine gallery over a chasm) wind down a great stair to a cavern of gold where the Vaultwyrm sleeps.
- Rob it quietly: it sleeps deeper than any dragon, but every sound counts. Its breathing changes, then one eye opens – the last warning. Wake it and the hardest fight in the game begins, in four phases.
- Hidden in its hoard lies the Hoardlight, one per hold. Tablets in the library tell where; the Tacet Lens hums when you face it. Dig it out with the new excavation pick, one careful stroke at a time.
Smoother singleplayer while the world pregenerates
- Background world pregeneration now watches your frame rate in singleplayer: while you play it works in short bursts and pauses longer when it costs you frames; while you are away or the game is in the background it runs at full speed. Settings → Performance → Server savers → "Gentle while you play".
Far view
- See far beyond your render distance: mountain ranges, coasts, lakes and floating isles are drawn as a simplified landscape out to 1,024 blocks (further where the server allows it). No extra chunks are loaded for it, and new pieces appear in small steps without stutter.
- Settings → Performance → Far view: distance, detail and distant floating isles; server owners can limit or switch it off.
Brass hopper
- Brass hoppers in a chain now pass items on at their normal pace, like vanilla hoppers, and wake up reliably when a chest or block next to them changes.
- Large brass hopper setups cost the server about a quarter of what they did before.
Power
- New quest chapter Power with 13 quests – from your first copper cable to running a power station with all four generator kinds.
- New guide chapter Power: cables and their limits, every generator with fuel and pressure tables, dynamo and motor, storage and charging, the electric machines, ore refining yields and a "why is it stopped?" page.
- Ores of other mods also go through the crusher and the ore washer (the guide explains it, even though the recipe viewer cannot show it).
- All power settings now sit together on their own settings page Power.
- Big power grids were stress-tested with hundreds of machines on one network: every machine stays supplied.
- Breaking cables in very long power lines no longer makes the server stutter – even in a line of 50,000 cables a break now costs well under a millisecond on average (about eight times faster).
- The electric motor now unlocks with Industrial Tech and completes the Rotation line.
- Windmills, water wheels, dynamos and electric motors now have their own running sounds (wind in the sails, a creaking wheel, a humming dynamo, a whirring motor) – only near you, with the machine sound settings.
- The theme park has a working power station: every generator kind running on the park's own coal, magma, waterfall and wind, accumulators with charge lamps, ore lines, a motor-driven millstone, a charging station and an electric lift up the windmill tower – all with signs.
Development tree
- Every tier now shows its era – the Technology tier it matches – in the star map, and a new guide page explains it.
- Technology tiers ask for real progress: bronze parts and milled ore for Low Tech, the steam hammer, coke and long-running engines for Industrial Tech, generated power and a cable network for High Tech.
- Magic starts early: new first tiers Spark (Light), Shadow (Dark) and Offering (Blood).
- Brass parts now come with Steampunk · Brass; the early steam machines are built from bronze and iron parts instead.
- New Logistics tier Warehouse Keeper for the storage core; Blood Magic Master now faces the Wither.
- New branch Combat & Gear (Brawler to Legend), late "coming soon" tiers for every branch, and the Omega Convergence capstone that joins all branches.
New worlds to explore
- The Undertide: a dark sea beneath the deepest trench, reached after defeating the Fathomgrasp. Air bells, vent fields, ghost-kelp halls, glimmerbells, vault crawlers and the Lampjaw.
- The Hollow Singer: a song duel on new-moon nights; answer its verses with your song cylinders. The tide altar calms the sea around you.
- Floating islands now have small rim ponds.
- Floating islands on the map: islands now cast a soft shadow on the map and minimap, so you can tell a floating isle from a mountain at a glance.
- An updraft turbine under a waterfall now stops right away when the island feeding that waterfall sinks too far.
Dragons
- Five dragon kinds fly their own patrols, hunt, brood and show omens before they arrive. Their lairs hide in mountains, moors, coasts, under floating islands and in the Echo Deep.
- Sneak into a hoard. If you are loud, the dragon wakes and chases you out, and if you steal twice it pays you a visit.
- Win a dragon's favour at the tribute stone: rumours, scales, tasks and the Aegis.
- Fight the Rimecrown and the Mistmaw. Dragon fire and frost only touch nature, never your builds.
- Turn dragon scales into five armour sets that each grant their dragon's ward, and forge a wyrmbone bow, a wyrmhorn spear, an ember blade and scale-edged tools. Brew wyrm draughts and line your armour with rime.
- Dragon eggs: steal one from a lair while its dragon is away, earn one from a bonded dragon, or find a cold one. Hatch it on a brood nest among the blocks its kind loves, then raise your hatchling into a whelp that fights at your side and a horse-sized yearling.
- The Ender Dragon fight has new phases: it calls wyrm servants, rains void lances and falling stars, raises a wing tempest and, badly wounded, comes down to the portal for a final fight on the ground. Every new attack is marked before it lands; the phases can be switched off for the original fight.
- Ride your dragon: saddle a yearling and ride it on the ground, glide on a wingling and, once it is fully grown, fly with the flight saddle – wing beats cost stamina, gliding and landing win it back. Your dragon also carries a backpack. Only one grown dragon per player stays awake; the others rest, and a dragon roost keeps them safe and asleep.
- Dragon parts at work: an ember firebox and a wyrmfire boiler for your steam boiler (one wyrm ember burns a whole week), a storm sac cell that holds four batteries' charge, thunder charges that blast a 3 × 3 × 5 tunnel into natural rock (never into your builds), a scale heat shield that speeds up furnaces, wyrmbone props that keep a restored mine from ever caving in, a murmur focus that silences a whole group, and a relay on a pile of coins as a decoy for a sleeping dragon. A lit steam boiler beside a brood nest keeps any dragon egg warm, and miners read an old lamp from a hoard to find old diggings.
Wildlife
- Many more herds and families: deer, elk, reindeer, bison, wild boar sounders with piglets, horses with foals.
- Penguin colonies on cold coasts. Cloudwhales sing between the floating islands.
- A new animal density slider (0–600 %) in the settings.
Theme park (test world type)
- A new world type that shows every Pathbound creature, block, item, machine and biome on pedestals, with Minecraft content in its own area down a long promenade.
- The park build no longer stops at 92 %: it always finishes, shows how many scenes are done, and picks up again if you closed the world mid-build.
- Every biome and structure scene shows the complete biome at full height – whole trees, hills, structures and floating islands – and sits cleanly on its pedestal with an even edge.
- Pathstones on the plaza and at every scene, named after it: travel from the plaza to any scene for free.
- FPS test block in the machine area: a 32 × 32 column from the floor to the build limit, packed with running steam pipes, cables, shafts and hopper loops – fly through it to see how your computer copes. Switch it off in the settings (Theme park) for a park with normal frame rates.
Feedback
- A new feedback button (speech bubble) in the Pathbound window. Write what you like or what bugs you; you choose exactly which game details are sent, and your name only if you want to be credited.
- Every feedback brings a small thank-you gift you can place and open (up to five a day, better gifts the further you have come).
- The feedback button now opens the form right away (the privacy notice is one click away), a screenshot is only attached when you pick one, and typing in any Pathbound text field no longer triggers hotkeys like the inventory or the map.
Industrial power (first part)
- Cables: copper, insulated copper and heavy cable. Touching a live bare copper cable gives you a shock. A line coupler links a heavy trunk line to smaller branch networks.
- Rubber: put a tree tap on a log, collect the resin and smelt it into rubber sheets for insulated cables.
- Generators: the combustion generator burns any furnace fuel, the geothermal generator draws heat from lava around it (or burns lava), and the steam turbine turns high-pressure steam into power.
- Rotation and power: the dynamo turns a spinning shaft into power and the electric motor turns power back into rotation. Water wheels in flowing water and windmills high up with open space drive your shafts.
- Electric machines: the electric furnace smelts 2.5× as fast as a furnace, the crusher turns raw ore into more crushed ore and grinds stone and dust twice as fast as the steam grinder, the ore washer pans gravel and rinses mud with water, and the electric press makes plates, gears, rods and cables. All four take machine upgrades.
- Storage and charging: the accumulator stores power for the night and gives it back when your generators fall short; it keeps its charge when you break it, and with a wrench you can make one side feed a machine right next to it. Batteries carry power in your inventory or backpack, and the charging station fills your gear, batteries (even inside your backpack) or whatever item you hold – hoppers can feed its slot.
- Electric winch: the elevator winch with a built-in motor. Swap it in for the steam winch, run a cable to it and your elevator (or mine cage) runs twice as fast with no shafts. It only uses power while the cabin moves, and if power runs out mid-ride the brake holds the cabin until power is back.
- Ore refining: the ore washer now washes crushed ore into purified ore – about 2 ingots per raw ore, with sand, clay and a bit of a second metal from the slurry. It works with crushed ore from the crusher and from the steam hammer.
- Ores from other mods (nickel, lead, silver …) go through the crusher and the ore washer too and come out as their dust, with the same bonus.
- Rebalance: the steam hammer now gives 1–2 crushed ore per raw ore and the steam grinder one dust per crushed ore – steam makes ore processing fast and automatic, extra yield starts with the Industrial machines.
- Steam machines next to a power cable now see the steam pressure correctly.
- Power on the map: a new map layer shows your cables by type, dashed where nothing flows and red where a too-thin cable holds the network back, plus generators and storage. It can also be shown on the minimap.
- Why is there no power? Look at a cable, machine, generator, water wheel or windmill to see what is wrong: no network, no energy source, the weakest cable (and where it is), high line loss, no fuel, too little steam pressure, no flowing water, too little wind or a block in the sails.
- Wrench on cables: use a wrench on a cable to lock the side you point at – it stops connecting there – and again to open it.
Progress tree
- Drying racks, soaking tubs, drop spindles, crop stakes, trellises, signposts, rope reels, display shelves, trophies and the blueprint tool now have their place in the development tree. A new Blueprints line shows what comes next: a projector and builder drones.
- The settings guide explains saving and applying your own settings profiles.
- The marker and area dialogs on the map show their keys (Enter saves, Esc closes).
Performance
- Hidden creatures and chests are no longer drawn (much higher FPS in busy areas); the game slows itself down when its window is in the background.
- Faster start and less memory. Item drops and XP orbs merge into stacks.
- The world pregenerates itself quietly in the background.
- An in-game performance monitor shows what costs the most.
- Freshly loaded chunks are searched once for pipes, shafts, cables, cauldrons and resonance blocks instead of once per system; the three separate "chunks scanned per tick" settings became one chunk scan budget under Core.
Fixes
- Horse whims no longer get stuck; glow worms no longer clip into ceilings.
- Wreck fields and dune temples generate without unsafe terrain reads.
- The module screen of pocket knives and multitools can no longer duplicate modules with the number keys or F.
- Cooking pots, pans, the hearth, salt pans and drying racks react at once when the heat changes, bellows are added or a hopper adds items during a job (no more meals cooked without heat).
- The redstone button of the brass hopper works.
- Blueprint building and demolishing respect spawn protection, the world border and adventure mode; signposts and trophies can no longer be changed by spectators, and marker names on signposts show no formatting codes.
- Blueprint files named like a reserved Windows name (e.g. "NUL") can be saved.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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