sephiria-fantasy-0.4.2-a.jar
Curse Maven Snippet
What's new
What's in this version
Sephiria Wandering Trader
- Trading now uses a dedicated custom screen: a row of 9 slots (7 goods + 2 potions), click a slot to take the item. Everything is free, one item per slot, never restocked.
- The trader is held in place while the screen is open and resumes walking when it closes; walking more than 8 blocks away closes the screen. Stock still uses the vanilla
MerchantOfferuses, saved with the world. - The "click a slot to take it for free" hint was removed and the panel tightened accordingly. A Slate Fusion button was added at the bottom-left.
- Each player can successfully fuse slates only once per trader: after that the button is greyed out and the server rejects opening the fusion screen again.
Slate Fusion (new)
- New item Fusion Slate (red / Legendary): its effect is decided by the two slates used in the fusion. The pattern is stored in an item component, so every Fusion Slate can be different.
- Screen: title at the top, a 7×7 preview in the middle (fully visible, no scrolling), then a row with two input slots / Fuse button / output slot, and the player inventory below.
- Input slots accept regular slates only: Heaven, Slate Base and already-fused slates are rejected.
- Both inputs are expanded using their current rotation, and deltas on the same relative cell are added; cells that cancel to 0 are dropped. Hover an input slate and press R to rotate it.
- Rotatability follows the inputs: the result can be rotated only if both inputs are rotatable; if either input cannot rotate, the result cannot rotate either.
- Fusion Slates cannot be used in another fusion, are not in chests / shops / the wish pool / mining drops, and cannot be sold back to the shop.
- Each player can successfully fuse only once per trader; merely opening the screen and closing it without fusing does not consume the chance.
- Closing the screen returns anything left in the input / output slots to the player.
Artifacts and talents
- New property Combo Count: every artifact with a combo provides 1 combo level by default, shown as "combo +1" in grey; after one merge it becomes +2 (green) and is capped there.
- Wisdom stage 2 "artifact merge" was reworked: the lower-level artifact is consumed and the remaining one gains the consumed artifact's level + 1 (at least +1, capped at the artifact's maximum); combo count +1 (capped at 2). The merged artifact is a normal artifact: it can be moved out of the backpack and toggling the talent stage off does not restore the consumed copy. Lighting the stage no longer throws duplicate artifacts out.
- Survival stage 3 no longer removes 12 backpack slots; slate imprinting is unchanged.
- Patience stage 1 no longer gives a Slate Base; instead the first backpack row (6 slots) gets +1 slot level.
BackpackRuleswas removed: the two protected item types are gone, and the menu blocking / cursor-item return logic was removed with them.- Slate imprinting is now permanent: turning Survival stage 3 off no longer reverts imprinted slate effects or drops the slates; the stage only decides whether imprinting is allowed.
Progress tab
- The "Sephiria Fantasy" advancement tab was rebuilt; the tab icon is now the mod icon. The old weapon display entries were removed, and the new root still unlocks all 8 recipes with
minecraft:tick. - Three lines: Combat (sword and shield), Collection (wheat), Exploration (mast model).
- Combat: Slaughter I (kill any mob 10) → Dagger I (kill 5 zombies with a Dagger) / Blade I (kill 5 zombies with a Blade); Snipe I (kill 5 from at least 10 blocks away) → Crossbow I (kill 3 skeletons with a Colossal Crossbow from at least 10 blocks away).
- Collection: Artifact Collection I (5 different artifacts of Advanced rarity or lower) / Slate Collection I (5 different slates of Advanced rarity or lower).
- Exploration: Tourist I (visit the Nether and the End) / Traveler I (visit 2 different biomes).
- Counting is server-side: kills / distance / weapon / collection (deduplicated by item type) / dimensions / biomes. Dagger I, Blade I and Crossbow I are only granted after their parent advancement is done.
- Task advancements show a toast and award a clover and a talent point when completed; the root and category nodes use
show_toast:falseand award nothing. - Note: the vanilla advancement screen does not show live
x/10counters; it only shows the target in the description and completes when reached.
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