Riftbound 0.14.1 (build 023)
Curse Maven Snippet
What's new
Riftbound: The Last Fragment — 0.14.1
Minecraft 1.21.1 · NeoForge · Java 21 · Client and server
This beta includes all current source changes since 0.14.0 and retains the built-in optional Iris integration introduced in build 022.
Added
- Dust block: Stone Dust is now a placeable falling block. Hammering, sieving, clay production and Reinforced Stone recipes use the same Dust. Existing Stone Dust item stacks migrate to Dust.
- Conduit filters: each Importer/Exporter can filter up to nine items. Sneak-right-click with an item to add or remove it; a filled bucket filters its fluid. An empty filter accepts everything.
- Voidwalker double jump: press jump again in mid-air while wearing Voidwalker Treads to raise the next void step by one block. The extra jump resets after landing.
Improved
- Local Matter balances: Matter Stabilizers, Refiners and Condensers display the Matter stored in that machine. The Transmutation Altar identifies its balance as belonging to that altar.
- Information HUD: vanilla-style tooltips show stored FE and the machine's current Reality Load.
- Anchor warnings: runes turn red below 30% stability and return to blue when stability reaches 35%; the Anchor core also shifts toward red.
- Storm formation: the volumetric storm strengthens gradually and gathers from its outer rim toward the eye.
- Updated Dust models, textures, names, tooltips, Codex guidance, JEI information and Matter values.
Balance
- Elder Maw summons two helpers, or three while enraged, with no more than five active at once.
- Defeated helpers have a 35% chance to leave a sapling, with at most two growing simultaneously.
Bugs fixed
- Voidwalker steps no longer form inside the player.
- Added missing feedback text when changing conduit filters.
- Replaced obsolete Stone Dust resources and recipes with consistent Dust content.
- Added a creative-tab check for missing items and unintended duplicates.
- Rebuilt the complete mod from current source, including changes missing from the partial 0.14.0 build 022.
Compatibility and updating
- Requires Minecraft 1.21.1, NeoForge, Java 21 and GeckoLib 4.9 or newer.
- Iris integration remains built into Riftbound and optional. Remove the old separate Riftbound Iris Bridge mod when updating. Iris and Sodium remain separate client mods for the shader edition.
- Use matching Riftbound versions on co-op clients and servers.
- Riftbound remains in beta. The Forgotten Grove and The Ashen Vale are playable; The Drowned Kingdom and later Rift expeditions are unfinished. Shader rendering, performance and progression balance still require player testing.
Earlier releases: 0.6.0 to 0.14.0
Riftbound: The Last Fragment — 0.14.0 Minecraft 1.21.1 · NeoForge 21.1.252
This release brings together the updates since the 0.6.0 public beta: a second playable Rift world, a larger technology and automation system, The Witness, new equipment and artifacts, and the Drowned Dome island.
Riftbound remains in beta. The Forgotten Grove and The Ashen Vale are playable; The Drowned Kingdom expedition and later Rift worlds are still in development.
0.14.0 — The Drowned Dome, power tiers and portable technology
Built-in Iris support: the live shader integration is now part of Riftbound itself. The complete CurseForge package contains five mods: Riftbound, GeckoLib, JEI, Iris and Sodium. Remove the old standalone Riftbound Iris Bridge when updating manually. Iris remains optional for the base mod and is not needed on a dedicated server.
The Drowned Dome: a new island appearing at Anchor Tier III, with a swamp, mangroves, dark pools, water lilies, lantern-lit boardwalks and three watchtowers. A ribbed glass dome contains water, submerged ruins, kelp and seagrass. Its biome has grey-green skies, low mist and murky water.
Working wetlock: enter through a glass decompression chamber. Consoles close the outer door, flood the chamber layer by layer and open the inner gate. The return sequence drains the chamber before reopening the outside. Doors wait when a player is in the doorway. Water is placed after the dome structure, including during island materialisation.
Dormant third Great Rift: the entrance to The Drowned Kingdom is present inside the dome. Its expedition is not included in this release.
More generators: Ember Dynamo (20 FE/t) → Sap Dynamo (60 FE/t, organic fuel) → Cinder Turbine (200 FE/t, ember, cinder, heatstone and lava fuels).
Larger power storage: Energy Cell (250,000 FE), Refined Cell (2,000,000 FE) and Condensed Cell (16,000,000 FE).
New powered machines: Growth Lamp (30 FE/t) accelerates crops and saplings. Ember Smelter runs three furnace lanes at five times normal speed, using 40 FE/t per active lane.
Wireless power: Rift Relays send and receive on 16 channels, within 96 blocks, with 10% transfer loss and up to 2,000 FE/t. Rift Batteries carry 500,000 FE for charging machines or drawing power from generators and cells.
Portable storage: Rift Satchels provide 27 slots and Refined Satchels 54 slots. A Rift Terminal can bind to a Crate Link and open its storage network remotely, with pages, in the same dimension.
Conduit attachments: Importers extract from the attached inventory or tank; Exporters choose destinations. Without exporters, the network can supply ordinary connected inventories or tanks. Sneak with an empty hand to remove an attachment.
Rift Snare world selection: each Snare targets one world at a time, selected in its screen and limited by its mark. Mk I reaches the Grove; Mk II can select the Grove or Ashen Vale; Mk III also has a third-world selection. The third world's creature pool is not populated yet.
Witness reward: reaching maximum trust grants his Voidwalker Treads once. They also remain very rare Rift loot.
Gravity balance: leaving an anti-gravity zone no longer grants fall-damage protection.
LabPBR materials: Riftbound blocks now include normal and specular maps. Riftmode 1.0.4 enables LabPBR on presets above Potato and uses its own materials for textures without PBR maps. The volumetric storm renderer is included.
0.13.1 — Volumetric storms and control fixes
- Replaced the storm's separate cloud banks with a raymarched 3D cloud volume: fine density detail, dark self-shadowing, a rotating eye, soft edges and internal lightning illumination. It works with shaders disabled and with the matching Riftmode edition, including views from below and inside the cloud.
- Storm lightning, flashes and flying debris no longer accumulate while the game is paused.
- The Witness uses R to summon and G to merge by default. F1 and F2 retain their vanilla HUD and screenshot actions. Bindings can be changed in Controls.
0.13.0 — Automation tiers, real power costs and a stronger Witness
- Fixed machines consuming no power: Matter Refiner, Matter Condenser, Reclamation Engine, Ashen Forge Core and Rift Snare now actually spend their FE. Ember Dynamo coal yield changed from 32,000 to 16,000 FE.
- Updated machine costs: Matter Stabilizer optional boost 20 FE/t, Refiner 40 FE/t, Condenser 80 FE/t, Reclamation Engine 40 FE/t, Ashen Forge 50 FE/t, and Kinetic Motor 20 FE/t per machine.
- Reality balance: Anchor capacity changed from 10 + 12 per tier to 8 + 8 per tier. Overload reduces stability twice as quickly; recovery is slightly slower.
- Powered Reality Stabilizers: absorbing Load costs 10 FE per Load per tick. The Anchor supports 2 + 2 stabilizers per tier, prioritising those closest to it. Others become dormant; an unpowered stabilizer absorbs no Load. Interaction reports its status.
- Sequential Matter processing: Stabilizer turns bulk resources into Stabilized Matter; Refiner turns 4 Stabilized into 1 Refined; Condenser turns 4 Refined into 1 Condensed. Higher machines no longer directly process bulk or select lower grades. Hoppers and item conduits connect the chain.
- Cheaper transmutation: recreating an item now costs 1× its Matter value, reduced from 1.5×, plus Rift Essence at one per 32 value spent. Anchor-tier restrictions remain.
- Three Rift Snare marks: Mk I uses a 3×3 zone and Stabilized Matter; Mk II a 5×5 zone and Refined Matter; Mk III a 9×9 zone and Condensed Matter. Higher marks increase spawning capacity and are crafted from the previous mark. Containing escaping creatures remains the player's responsibility.
- Powered Severance Emitters: each strike costs 200 FE, with a 20,000 FE buffer. The Snare screen reports powered emitters.
- Tiered logistics: Alloy, Refined and Condensed energy conduits transfer 250 / 1,000 / 4,000 FE/t. Networks are limited by their weakest conduit. Item and fluid conduits were added in the same three tiers, with extraction and distribution between inventories and tanks.
- Island travel: new islands no longer generate Reality Gates; build bridges across the void. The Anchor reports direction and distance. The Pocket Reality Gate, available at Anchor Tier IV, has a destination menu for home and islands. Existing gates in older worlds remain usable.
- Witness abilities: allied or bound players can summon him for five minutes. Merging grants thirty seconds of his appearance, flight, strength, resistance, speed and nearby knockback. He responds more reliably to threats; retaliation against a player who attacks his friend stops at half a heart. Added a creative spawn egg.
- Safer encounters and rewards: Rift creatures, Guardians and rulers are rescued from the void. Encounters reset and heal after all players leave. Ruler loot returns to the arena, glows and does not despawn. Ritual rematches remain possible until the next core is used or the ruler's heart is installed.
- Grove improvements: Guardians return after defeating the Elder Maw and roam the Grove; some are neutral and can be befriended with a Verdant Pact. Spore Chorus awards a complete Barkward set to each player in the Rift.
- Voidwalker Treads: a very rare artifact forms temporary invisible steps over the void, marked by a violet-cyan shimmer. Sneak to descend; steps disappear after you move away.
- Storm debris: low stability can pull earth, stone, logs and leaves into the vortex. Anti-gravity effects stop as soon as you leave their zone.
- Interface and guidance: fixed Codex sidebar scrolling, reorganised Matter/Reality/Industry/Rifts/Witness chapters, added JEI information pages for the pack's custom and relevant vanilla items, and prevented machine status text from overlapping inventory slots.
- Rift test commands: filling and opening target the nearest Rift. Added a separate complete CurseForge shader edition containing Iris, Sodium, the Riftbound Iris Bridge and Riftmode, with Potato, Low, Balanced, High, Ultra and Riftmode presets.
0.12.1 — Opaque Rifts and improved storm rendering
- Great Rifts and return portals gained an opaque, depth-writing core. The landscape no longer shows through the centre, including with Iris; animated stars, torn edges, halos and lightning remain.
- Replaced overlapping storm sheets with closed rotating cloud geometry, including an underside and eye wall. This geometry was subsequently replaced by the volumetric renderer in 0.13.1.
- Fixed storm visibility being lost beneath ground fog and prevented the storm renderer from flushing unrelated effect buffers. Riftmode recognises the solid core separately from transparent glow masks.
0.12.0 — The Rift Snare
- Added a standalone mini-Rift mob farm, available from Anchor Tier III. It creates its own mini-Rifts without requiring an active or conquered Great Rift.
- Added chamber-based spawning, Severance Emitters, automatic loot collection, stored XP and output to storage below the machine. Blocked, flooded or occupied spawn positions are rejected; overflowing loot remains in the world.
- Added four upgrades: Resonance Coil for speed, Tether Lattice for capacity, Severance Lens for damage and Plunder Sigil for Looting.
- Added Snare and emitter models, textures, recipes, JEI entries, a visible mini-Rift and beam effects. The farm uses Matter and FE, contributes Reality Load and can behave less predictably at low stability.
0.11.0 — Transmutation screen and inventory improvements
- Rebuilt the Transmutation Altar around a single screen: dissolve items into Matter value, learn them and recreate them with visible prices. Click for one, right-click for eight or Shift-click for a stack.
- Unified altar values with the Matter economy, added stored Rift Essence credit and Anchor-tier price limits. Matter and Rift materials can be dissolved but cannot be recreated. Replaced the old fixed material-family conversion recipes.
- Moved manual Matter and Verdant Core inputs into their screens; right-clicking while holding a stack no longer silently inserts it. Hopper automation remains supported.
- Restyled machine screens, the altar and inventory artifact slots with vanilla-style panels, output slots, progress arrows and energy meters. Added Shift-double-click transfers for every stack of the same item.
- Reduced visible terrain tiling with seamless, varied and randomly rotated Grove moss/soil/stone and Ashen soil/cinder-stone textures.
0.10.0 — Unified Matter progression, guidebooks and Witness behaviour
- Connected Matter Stabilizer → Matter Refiner → Matter Condenser into a crafting upgrade chain. Added lossless grade unfolding: 1 Refined → 4 Stabilized and 1 Condensed → 4 Refined, plus expanded JEI processing information. Machine inputs were refined further in 0.13.0.
- Expanded the Witness's allied behaviour: assists against rulers, saves players from a fatal hit, extends a collapsing Rift and gives directions. Hostility changes his eyes and staff, can block escape, disrupt encounters and reduce remaining expedition time. Repeatedly repelling him can lead to a truce.
- Added guidebook rewards for Codex chapters, extended Shift tooltips, visible machine power/Load costs, live FE bars in the look-at panel and dedicated Creative tabs for the pack's content.
- Fixed conduit corner texture rotation and made Riftstone, crystals and pylons use their island's mint, orange or violet colour.
0.9.0 — The Witness and expedition navigation
- Introduced The Witness, a recurring animated figure with his own model, effects, sound and dialogue. His hidden relationship system remembers how you treat him, developing into trust, assistance, interference or hostility.
- Moved ruler arenas farther from arrival, with a different direction each expedition. Full attunement opens the Grove's root bridge or the Vale's war-road and fire beacon.
- Added the Riftseeker, pointing towards the next objective with an arrow, distance and light trail.
- Changed Charged Cleave to hold left-click to charge and release to strike, with a charge meter. Right-click remains available for shields.
- Expanded Creative organisation and JEI Matter/machine recipes. Fixed white screens and lingering Rift flashes, fog, tremors, lightning and Heat when switching between worlds.
0.8.0 — The Ashen Vale becomes playable
- Added the complete Rift II expedition beyond Cinder Isle: ash plains, basalt mesas and cliffs, lava canyons, ember crystals, charred trees, Cinder Grass, Smoulder Ferns and Ashblooms.
- Added Anvilborn ruins, war-shrines, Strongboxes and brazier-lined roads connecting arrival, forges and the ruler's arena, including bridges over lava. The world has red ash haze, falling ash, hot wind and distant forge ambience.
- Added three persistent-attunement trials: Bellows Sequence, Cooling Run and War Shrine Duel against the Ashbound Champion. Breaking war-seals awards loot.
- Added the Cinder Regent and his three-phase encounter. Use Quench Pillars to expose his heated armour. Rewards include Reality Core III and the Cinder Heart.
- Added Ashbound Legionaries, Char Hounds, Cinder Archers, Furnacebacks and the Ashbound Champion, with models, animations, textures and sounds.
- Added Heat and its HUD. High Heat increases hunger, slows players and can ignite them; quench water, Cooling Salves, Fire Resistance, Cinderwarden armour and Ashwalker help manage it.
- Added Ashen Tech: install the Cinder Heart in an Ashen Forge Core to produce Ash Catalyst. Introduced the Matter Condenser and Condensed Matter.
- Added Cinderwarden equipment, upgraded from Grovewarden: Molten Cleave and Sundered, Cinder Parry, Resonance Pulse, stronger tools, automatic smelting and Heat-resistant armour.
- Added six Ashen artifacts: Emberheart Amulet, Bellows Charm, Slagskin Brooch, Charfang Necklace, Forgebrand Ring and Ashwalker Anklet.
- Expanded the Codex with Ashen Vale/Ashen Tech progression, added Creative Reality Cores for testing higher tiers and expanded Rift administration commands.
0.7.0 — Machine screens and renewable resources
- Added inventory screens, progress, FE/Reality Load and status displays for the Matter Stabilizer, Matter Refiner, Reclamation Engine, Verdant Core, Vein Extractor and Ember Dynamo. Added Shift-click input/output and automatic output into storage below machines.
- Introduced Refined and Condensed Matter, expanded Matter values across building materials, wood, plants, crops, mob drops, metals and gems, and moved Grovewarden crafting to Refined Matter plus Grove Catalyst and iron equipment.
- Added the Reclamation Engine, producing cobblestone, stone, dirt, gravel, sand, clay and logs from the void, with selectable output. Ore production remains tied to sieving and Living Veins.
- Reworked the Salvage Sieve around one block and four manual clicks, increased drops and retained crank/motor automation.
- Removed Void Hunger damage and Temporal Instability's Mining Fatigue. First-conquest runs no longer receive affixes; improved sword/shield compatibility.
- Added look-at information, Shift-drag inventory transfers and more distinct island ambience. Artifact slots remain directly accessible in the player's inventory.
0.6.0 — Published baseline
- Introduced four artifact slots beside the armour slots. Equipped artifacts survive death; duplicate types do not stack their effects.
- Added six rare Grove artifacts: Rootgrip Talisman for knockback resistance and stepping, Sapheart Amulet for extra health, Thornweave Charm for retaliation, Mothlight Lens for vision, Verdant Anklet for speed and Heartseed Totem for protection from a fatal hit.
- Added expandable Codex sections and Relics & Artifacts objectives.
- Fixed Rift-screen blur and long item names overlapping resource counts.
Playable foundation in 0.14.0
Void survival and Tier 0 resource processing; The Anchor with Reality Stability, Load and Capacity; The Forgotten Grove and The Ashen Vale, including trials and both rulers; Grove/Ashen technology and Warden equipment; relics and artifacts; Matter processing and transmutation; power generation, storage and logistics; Rift Snare automation; The Witness; and the Drowned Dome island with its working wetlock.
Known limitations
- The Drowned Kingdom and later Rift expeditions are not playable yet. The Drowned Dome is an island addition with a dormant Great Rift. Its Snare creature pool is also unfinished.
- Ashen Vale additions still planned: Forge Conduits, Slag Warden, Ember Priest, Cinder Kite and Tier 2 relic weapons.
- Steam power, the merchant NPC and the Witness's wider storyline are unfinished. The current release does include the three generators listed above.
- Befriended Guardian movement still needs polish, and some creature/equipment sounds remain placeholders.
- Joining during a Rift-opening sequence can replay the effect from its beginning; distant island particles depend on render distance. The Hand Crank's arm still rotates around the vertical axis.
- Heat does not apply in Creative/Spectator, the Witness does not appear in Spectator, and water cannot be placed in the Ashen Vale. Water buckets can still cool Furnacebacks.
- The Cinderwarden pickaxe auto-smelts even with Silk Touch.
- Riftmode remains experimental. Driver compatibility, in-game rendering and performance still need player testing. Balance and progression tuning continue during beta.
Updating from 0.6.0
Expect recipe, machine-input, power-consumption and Reality Capacity changes. Existing factories may need a sequential Matter line, more power and a revised stabilizer layout. New islands use bridges; the Pocket Reality Gate unlocks later at Tier IV. Existing Reality Gates remain supported.
Use matching versions for co-op clients and servers. The standard pack and the separate complete Riftmode pack use the same gameplay for their matching release. Iris and Sodium are optional client components; current Riftbound versions include the Iris integration, so remove the old standalone Iris Bridge.
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