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TribalPower

Shamanic technomancy: rhythmic spirit power, automated workshops, songs and spirit weapons, nine tribes that talk, eight guardians, and the March: fifty-nine lands with weather, festivals and music of their own.
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Tribal Power 6.0.0 - The Wide March

File nametribalpower-6.0.0.jar
Uploader
AhmiDarrowAhmiDarrow
Uploaded
Oct 9, 2026
Downloads
23
Size
42.0 MB
Mod Loaders
NeoForge
File ID
9107861
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tribalpower-1684851:9107861"

Learn more about Curse Maven

What's new

Tribal Power 6.0.0 - The Wide March

The March grows from eight lands to fifty-nine: one more than the Overworld in every climate band, from the frozen rim to the salt and the glass, and down into four kinds of cave. Nine new trees, thirty-four new blocks and plants, three new weathers, and every one of the March's ninety-one creatures placed where it belongs.

  • Six bands. The March now runs cold to hot across the map the way the Overworld does: frozen, cold, temperate, warm and hot, each split by wet and dry, high and low, and the strange ground of high weirdness. Rivers run down the valleys, beaches and stony shores meet the sea, and the sea itself comes in five temperatures with deep water beyond.
  • Frozen. Rime Spires, Rimebirch Taiga, Frost Shore, Frozen Mere, Rime Sea, Deep Rime Sea, Hoar Peaks, Shard Peaks, Frostpine Slopes and the Veil Flats join the Snow Fields.
  • Cold. Thornfir Taiga, Elder Thornfir Taiga, Barrow Moor, Scree Fells, Windswept Thornfir, Hoarmoss Grove, Grey Shore, Cold Shallows, Deep Cold Shallows and Tarn Country join the Glimmer Ridge.
  • Temperate. Songmaple Woods, Bloom Meadow, Hearthoak Wold, Elder Hearthoak Wold, Veilwood, Chime Orchard, High Meadow, Sunwheel Steppe, Loom River, Silt Strand, Deep Shallows and the Glowcap Mire join the Steppe, the Reed Fen, the Crystal Fields and the Shallows.
  • Warm. Drumpalm Savanna, Drumpalm Plateau, Windswept Drumpalm, Tanglewood, Open Tanglewood, Cane Thicket, Strider Mangrove, Sun Peaks, Warm Shallows and Deep Warm Shallows join the Highlands.
  • Hot. Salt Flats, Kiln Mesa, Cut Mesa, Sunbark Mesa and the Glass Shallows join the Ember Wastes.
  • Underground. The Singing Caves, the Gloomcap Hollows, the Hush and the Ley Veins lie under every band.
  • Nine trees, each with its own wood. Rimebirch, Thornfir (and the Elder Thornfir, from four saplings), Songmaple, Veilwood, Chimeblossom, Drumpalm, Tanglewood (hung with climbable vines), Sunbark and the Gloomcap, a giant cave fungus that roots on stone and does not burn, with glowmoss and glowing sprouts at its feet. Four Hearthoak saplings now grow an Elder Hearthoak.
  • New ground. Rime Ice, Frost Shale, Scree, Needle Loam, Hoarmoss, Pale Sand, Spore Turf, Pale Stone, Salt Crust and Salt Pillars, Ochre Sand and Ochre Sandstone, four tones of Kiln Clay, Glass Sand, Glowmoss, Silence Weave and the Hush Bloom, and the Resonant Spikes of the Singing Caves.
  • New growth. Icebloom, Frostcap, Grey Heather, Hoar Thistle, Songgrass, Loom Bell, Dawn Poppy, Chime Bud, Sunwheel, Thornbrush, Tangle Fern, Spirit Cane and Gloomcap Sprouts.
  • Every creature placed. No new beasts: the ninety-one already in the March are spread across all fifty-nine lands, so each has something in the air, on the ground, in its caves and in its water, and the survey checks that every listed spirit can rise in its own country.
  • Three new weathers. Rime Fog on the Frost Shore, Dust Storms over the Salt Flats and Spore Drift in the Glowcap Mire, with the same shelter rules and generator effects as the four you know.
  • A lived-in March. Every tribe now keeps a camp in each band, built from that band's own wood and ground, in the lands that suit it: Pad-keepers on the meadows and wolds, Grit-singers on the peaks and mesas, Rootbinders in the deep woods, Edge-walkers in the taigas, Drumhearts on the dry and burning ground, Pattern-weavers on the open steppes, Colony-keepers among the flowers, Seal-carvers in the dark woods, Loom-stitchers in the strange, lit country. Forty-five camps in all.
  • Tribal villages. Five kinds, one per band, grown the way the Overworld's villages are: a tribe's plaza with its hearth, fire, totem, well, loom, its four Kin and the voice's own generator, then streets of the band's stone to huts, longhouses, a workshop with an Echo Shatter and a Song Bench, a granary of the band's crop, a shrine, a watchtower, a pen of the band's grazers and a flower garden. A village hearth takes offerings like a camp's.
  • Pieces of the old world. Floating mountains hang in the sky over every land of the March, and over many a Weeping Colossus, each dressed as the land under it (snow and Frostpine over the frozen north, ochre sand and Sunbark over the salt): tall crags of March rock, wide at the crown and tapering to a point below, their faces banded and mossy, turf and trees on top, a broken ring of bricks with a chest, vines down every side and a waterfall pouring off the rim. Each band of the March hangs its own kinds: glacier shelves, icicle crowns, berg fields and frost arches in the north; mossy stacks, terraces, hummocks, barrows and split crags in the cold; spires, hanging gardens, rings, chains, cradles and stepping stones in the temperate heart; palm tables, mangrove stilts, atolls and leaning spires in the warm south; buttes, hoodoos, salt pans and cinder stairs over the salt. Ten shapes a band, every cluster its own wobble, banding and vines, with small rocks drifting about them. A cluster has drifted off to one side of its moorings, so the giant roots that hold it to the land run taut and at an angle, and the crags lean the way they pull; the roots, sheathed in leaves, hold a cluster to the land or the colossus's crown, and the curtains of strands that hang the whole way down are climbable, so a root is a ladder to the sky.
  • No more boon flags. The boons that Kin standing carries for as long as the standing lasts no longer wear an icon in the corner of the screen; a player at Voice with every tribe wore nine for good. Boons from a dish still show their icon and clock, and all of them still work.
  • Spiritgear tooltips tell the truth. Every piece now shows what it pays and does at its own rank and voice, with the live numbers: Pulse per block, blow or use, mining speed, the voice's gift on that very tool, hood, robe, leggings or boots, the rattle's healing, and the anointment's numbers; the attack, armour and toughness figures at the top are the ranked ones, not the base. Every one of those numbers is a config value.
  • Villages and camps keep stores. The barrels and chests of the tribal villages and camps hold everyday loot of vanilla-village strength, with a little of their tribe and band in it.
  • Fewer mushrooms underground. The Gloomcap Hollows and the caves grow fewer lantern caps, gloomcaps and sprouts.
  • Every creature has a voice of its own. No March beast, Tribal Kin, guardian or the Unsung borrows a vanilla animal's sound any more: fifteen families of calls (bleats, lows, yips, snarls, hisses, chitters, flutters, hums, bells, chimes, moans, grunts, creaks, crackles and bubbles) with every species at its own pitch, the Kin humming instead of villager talk, and the spirit effects the mobs make (casts, stomps, swoops, frost, thorns, callings) all made for Tribal Power.
  • The Spirit Codex has a new cover: the icon now matches the book inside. A new Codex entry, Lands of the March, lists every band, and the trees page covers the new woods.
  • Smaller things. A break another mod refuses no longer costs a Spiritgear tool its Pulse, and a death another mod handles no longer loses your charms. A moth or any other flyer now flees a monster instead of finishing its flight, and no longer keeps diving for the ground. The "hushed" warning shows once. The Ley Lens no longer carries a previous world's threads into the next for a moment after a change of world. Forty-six more balance numbers (relay and device costs, song costs and damage, the Spiritweave set and Manifested blade bonuses, the staff, compass, maul, wand and wrench, the Kin drummer, bonding and brushing, every Echo ranking time and cost) are in the config, and the tooltips that quote them read the config. The Sun Peaks and Shard Peaks carry a few quartz glints rather than a field of them, and a floating cluster hangs no more than a few dozen glowing strand tips, so neither costs the light engine more than any other land. The hoppers, screens, HUD and creature models do less work per tick and per frame.

Existing worlds: the March starts over for this update, and we recommend letting it. The climate and layout of the whole dimension have changed, so old chunks beside new ones would keep their old biomes with a seam at the frontier, as the Overworld did in 1.18. Carry anything you want to keep back through the gate to the Overworld first. The next time the save starts, Tribal Power sets the old March aside on its own: its chunks are moved to tribalpower_backups inside the save, nothing is deleted, and the dimension regenerates with the new lands as you explore it. If you have turned retrogenMarch off in the config, do it by hand instead: stop the game and delete the dimensions/tribalpower/the_march folder inside your world's save folder (on a server, inside the world directory). The Overworld, your Codex, quests and tribe standing are untouched (all of that is kept with the Overworld); the camps, altars and ruins you had found in the March will need finding again. If you would rather keep your explored March exactly as it was, turn retrogenMarch off before starting; the new lands then begin past the edge of what you have seen.

Minecraft 1.21.1, NeoForge 21.1.249.

GitHub: https://github.com/AhmiDarrow/Tribal-Power/releases/tag/v6.0.0

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