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Rift Technology

A technology and automation mod where villagers become specialized workers. Build energy networks, storage, defenses and advanced equipment, explore new creatures and biomes.
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rifttechnology-1.0.5.jar

File namerifttechnology-1.0.5.jar
Uploader
BeardBearBeardBear
Uploaded
Aug 29, 2026
Downloads
12
Size
24.3 MB
Mod Loaders
NeoForge
File ID
8759299
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:rift-technology-1656916:8759299"

Learn more about Curse Maven

What's new

New Feature/items

Riftbound Headsman

  • Thrown Rift Anchor on a natural Flux Rift summons the Headsman. The rift stays open until the boss is slain
  • Immune until "Plasma Disrupted" (Plasma Disruptor or Proximity Defense Laser)
  • Takes 20% damage from explosions (TNT, landmines, creepers)
  • Opening 3s invulnerability, then a roar teleport into a neighboring chunk
  • Skills:
    • Melee slash = frontal cone (5.5 blocks, 100% damage)
    • Overhead = frontal cone (6 blocks, 125% damage)
    • Spin = full circle (5.5 blocks, 3 hits at 70% damage, knockback). Phase 2 only
    • Slam = full circle (6.5 blocks, 130% damage, knockback) plus shockwave (9 blocks, 85% damage, stronger knockback)
    • Roar = if the player is on the ground and boss cannot reach them, teleport with a flux cloud at the old and new position. If the player is in the air and boss cannot reach them, apply Grounded for 10s (blocks flight, 15s cooldown)
    • Summon = summons 2-4 rift minion
  • AoE attacks break non-vanilla BlockEntities in the hit shape (player Y ±1). "minecraft" blocks and "wither_immune" stay. Drops are kept. Player damage is not blocked by those machines
  • Cannot leave an 8-chunk leash from the rift.
  • Leaving the leash sends him back to the rift. He resets to phase 1 at full HP, drops Plasma Disrupted, and is invulnerable until he arrives. The encounter timer keeps running
  • Kill window is configurable ("headsmanEncounterSeconds", default 120s, shown on the boss bar). Timeout sucks the boss back into the rift
  • Stats scale with rift flux. Base stats at 0.50 Φ/s, up to "headsmanMaxStrengthBonusPercent" at 5.00 (default 75, max 300)
  • Player XP scales with flux from 180 to 1000. Warrior kill XP is a flat 150
  • Enrages below 50% HP
  • Drops an Aether Splinter

Aether Splinter / Aether Glass

  • Four splinters assemble into 8 Aether Glass
  • Aether Glass is blast-proof including Wither, emits light, breaks by hand, and always drops
  • Stops a Flux Reactor meltdown. Terrain and kills stay on the inside. Entities outside get pressure knockback
  • Six Aether Glass craft into 16 Aether Glass Panes
  • Same light, blast, smash, and meltdown shield as Aether Glass
  • Laser fence and Defense Unit beams pass through full Aether Glass, not Aether Glass Panes. The fence only amplifies with glass directly in front of both posts
  • After the first glass crossing the beam deals 2× damage and applies Plasma Disrupted

Aether Casing

  • Crafted from a Phase Core surrounded by 8 Aether Glass
  • Used in the Flux Reactor assembly

Phase Gate

  • Assembled from Aether Casing, Phase Core, Energy Containment Cell, and a Contained Rift at 5.00 Φ/s
  • Open cost is 32 FE per chunk from the origin Access Terminal (min 1000 FE, max 25 MFE). Cross-dimension opens cost 500 kFE
  • Stays open at 10 mB/t Rift Ichor from the origin gate. Closes when the tank runs out
  • Cannot open unless the origin gate has at least 10 mB

Adaptive Vision

  • While enabled, shows hostile mob HP ("current/max") and Flux Rift strength above the target

Changes

Rift Anchor

  • No longer collapses a Flux Rift on hit. Capture and the Contained Rift drop happen only if the Headsman is slain

Worker release

  • Releasing a worker no longer closes nearby Flux Rifts

Flux Reactor

  • Recipe uses Aether Casing instead of Machine Casing

Automatic Door

  • Recipe uses Aether Glass instead of vanilla glass
  • Stops a Flux Reactor meltdown the same way as Aether Glass, open or closed
  • Blast-proof including Wither

Flux Rifts

  • Natural rifts no longer generate over open water
  • Failed Headsman attempts lower the rift's flux toward 0.50 and shrink it. Attempts per tier are configurable (default 3). The last failure destroys the rift with a burst and gas cloud

Landmine

  • Landmines arm only after linking to an access terminal
  • Max link range is configurable ("maxLinkDistance", default 128 blocks, same dimension)
  • Detonation requires a valid linked terminal in range. Missing or out-of-range terminals unlink the mine

Assembly Machine

  • Assembly Machine no longer has an internal energy buffer. Crafting energy is billed through the Access Terminal

Modification Station

  • Module and armor slots lock while installing
  • Install can be cancelled from the GUI even without terminal energy

Proximity Defense Laser Module

  • Hits apply Plasma Disrupted to rift monsters and rift bosses

Flux Insulation Module

  • Drains 100 FE/t at 5 Φ/s and above, split across installed pieces. Lower flux drains less. A piece with no energy does not insulate

Fixes

Access Terminal / network machines

  • Linked machines (except Storage Module) keep GUI access when the terminal has a card but no energy
  • Fabricator and Processing Interface clear production queues on power loss
  • Assembly Machine, Ice Maker, Modification Station, Electric Furnace and Research Terminal pause work and resume after power returns
  • Miner Drone returns to dock on power loss, waits 10s of stable power, then resumes from the last completed dig or fill

Rift Creeper

  • Deflates again if the fuse is cancelled

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