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Spell Engine

πŸͺ„ Data driven magic library
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1.10.8+1.20.1

File namespell_engine-forge-1.10.8+1.20.1.jar
Uploader
daedelus_devdaedelus_dev
Uploaded
Sep 28, 2026
Downloads
205
Size
5.1 MB
Mod Loaders
ForgeNeoForge
File ID
9004131
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:spell-engine-807653:9004131")

NeoForge

implementation fg.deobf("curse.maven:spell-engine-807653:9004131")

Learn more aboutΒ Curse Maven

What's new

1.10.8+1.20.1

⚠️ Read this before updating

This release is a major technical overhaul and is not backwards compatible.

  • The APIs have been reworked, not removed. Everything still exists, under new > interfaces β€” but mods built against Spell Engine 0.9.x will not work with this > version. They need updating and rebuilding against the current API.
  • Update the whole set together. Spell Engine and every RPG Series mod must be on > matching versions. Mixing in an older add-on will break at startup or misbehave in play.
  • Spell books must be re-obtained. Spell books from an older world no longer carry valid > spell data. Re-craft them, or re-bind their spells at the Spell Binding Table.

Back up your world before updating.

Functional changes:

  • Added class affiliated loot: injected equipment relevant for the looting player's class drops more often, keeping loot useful with many class mods installed
    • The class is determined by the equipped spell book (<namespace>:spell_book/<name>), affiliated items are listed by the item tag <namespace>:loot_affiliation/<name>
    • With scoreboard teams, the spell books of all online team members are considered
    • Without a (known) spell book, loot works as before. Amount of loot and ratio of item categories is unchanged
    • Configurable under the new behavior section of the equipment loot config (config/rpg_series/loot_equipment_v2.json), not applied to scrolls
  • Added miscellaneous loot config config/rpg_series/loot_misc.json (empty by default), for injecting anything other than equipment or scrolls (for example: gems into every loot table that drops diamonds), without competing with equipment for rolls
  • Loot fallback: added skip_tables_with_rpg_loot option (on by default, as before)
  • Loot fallback: fixed excessive loot, injection is now capped per table (max_rolls) and default rate halved
  • Fixed loot fallback of scrolls being skipped for loot tables with an explicit equipment injector (the freshly injected equipment counted as "already drops RPG Series loot")
  • Fixed loot entries of unknown items (for example: mod not installed) taking up weight as empty drops
  • Attempt to fix crashing alongside externally added concurrent PersistentProjectileEntity trackers

API changes:

  • Added spell_engine:affiliation_group loot pool entry type (AffiliationGroupEntry), and RPGSeriesItemTags.LootAffiliation
  • Added ClassAffiliation.resolver, replaceable logic determining the loot affiliation tags of a player (default: based on the equipped spell book)
  • Added spell_engine:inline_pool loot pool entry type (InlinePoolEntry, 1.20.1 only), used by the loot fallback

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