portablebeacons-2.1.0+1.21.1.jar
Curse Maven Snippet
What's new
2.1.0
One release for 1.21.1, 26.1 and 26.2, with the same content on all three except where a dependency forbids it: team sharing counts FTB Teams parties on 1.21.1 and 26.1 only, because FTB Teams has no 26.2 build yet.
Nothing in a world or a datapack has to change. Presets are an optional field on a beacon, so a
beacon from 2.0.0 loads as it was, and the tier and min_tier ranges only widened.
Added
- Three effect presets, in a tab of their own under the augments: each shows the effects it holds
as icons and has a Save and a Load button. Loading is a reconfiguration, so it needs a nearby beacon
where
require_beacon_to_configuresays so; a preset the beacon can no longer hold in full keeps what still fits. Beacons from before keep working: they simply have no presets yet. - Hunter, and the
mark_hostilesoperation: monsters in the aura's reach glow, and at level 2 are slowed. Only while the beacon runs and pays; fuel ×1.3 / ×1.6. - Three new augment operations, and an augment for each.
solar_charge(fuel per second under open daylight sky, carried or running),linger(seconds added to every effect) andlast_stand(below a third of health, Resistance at its level and Regeneration for 5 s, then a minute's cooldown shown on the item). Solar, Bastion and Afterglow ship with them. - Two more fuels. Amethyst shards, renewable and just under copper (120 units), for an early beacon; echo shards (2400), between emerald and diamond, for whoever has been to an Ancient City.
- Portable Beacon V, the endgame rung: four effects up to level III, five augment slots, 18
blocks of reach and double the buffer of IV - still under a placed beacon's 20. Crafted from a
Beacon IV with three Nether Stars and two blocks of netherite; it keeps what the IV carried.
min_tiercan now be 5 too, so a datapack can save an effect for it. /portablebeacons inspectfor operators: the held beacon's stats after augments and server rules, factor by factor, for whoever is writing a datapack.- A key to switch the beacon on and off without opening it - the running one goes off, or the one the open key would pick comes on. Unbound by default, under Portable Beacon in the controls.
- An optional Extended effects datapack, shipped inside the mod and off until a world enables it: Luck, Hero of the Village and Invisibility for the five standard tiers.
- The running beacon's runtime on the HUD, bottom-right, in the status light's colours: green,
amber in the last minute, red once dry. Hidden with F1, or for good with
show_hudin the new client config. - Three specialist augments. Sprinter and Miner take Speed or Haste one level higher at 0.6× its cost; Diver halves the cost of Water Breathing, Dolphin's Grace and Conduit Power. Crafted like the others, around sugar, a golden pickaxe and a turtle scute.
Changed
- The info tab is grouped. Aura, fuel and loadout, one figure per line with its value flush right, instead of a sentence per figure; moving and standing runtimes are two lines when they differ, and the runtime takes the status light's colour once it is short.
- Tabs own their clicks. A tab's buttons are real buttons, drawn with the four button states and handled by the tab, in the way YetAnotherFarmingStation does it.
This mod has no additional files

