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Official Craftics Pack

The official Craftics modpack with all compatibility content mods and QOL features.
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v0.3.3

File nameOfficial Craftics Pack-0.3.3.zip
Uploaded
Jul 29, 2026
Downloads
27
Size
41.3 KB
Mod Loaders
Fabric
File ID
8530811
Type
R
Release
Supported game versions
  • 1.21.1

What's new

Changelog
0.3.3
Fire

- Fire is a real thing on the battlefield now. It used to be a magma block painted onto the floor; it is now an actual flame standing on the ground, lit with flint and steel on an adjacent tile or a fire charge thrown at range
- A lit tile burns for a turn, spreads to every flammable tile beside it as it collapses into a magma block, and that magma finishes burning a turn later. Ground that has burned is spent for the rest of the fight, so a fire eats its way outward and then dies rather than circling back over the same ash
- Wood, leaves, plants and living ground carry a fire: grass blocks, mycelium and moss. Bare dirt, sand, gravel and stone floors have nothing to give, so a fire crossing a stone courtyard stops there
- Netherrack, soul sand and soul soil burn and then rebuild themselves, fireproof for a turn afterwards, so the nether floor is never permanently scarred
- Standing in flames sets you alight: Burning II for two turns, and every further turn spent in the fire adds two more rather than resetting the timer. It burns enemies on exactly the same terms
- You can strike a light on any open ground, fuel or not. A fire on bare stone simply burns where it stands and goes nowhere, which makes it a firebreak instead of a mistake. Water, lava, open void and standing walls still refuse a light
- Attack a burning tile to beat the flames out for 1 AP, the same way you clear tall grass. The ground is left scorched either way, so what you are buying is the tiles behind it

Soul Fire

- A fire lit on soul sand or soul soil comes up blue, and soul fire plays by different rules
- It needs no fuel at all. It takes stone, sand, gravel, anything it touches, and carries itself onward. Only water, lava, open void, permanent walls and ground still cooling from an earlier burn turn it away
- It also holds its flames a turn longer than ordinary fire, so the ground behind the front is still alight while the front keeps moving, and it inflicts Burning III instead of Burning II
- An ordinary fire that reaches soul ground turns blue on its own

Burning Kills

- An animal killed while on fire drops its meat cooked. Whether it burned to death or simply died alight, the fire did the cooking

Item Fixes

- Echo shards do something. Using one now returns you to the tile you started your turn on when the turn ends, which is what its tooltip has always promised. Previously the shard was consumed and the only thing that happened was a chat message, printed twice
- That double message was not unique to echo shards. Every item whose result carried an internal payload, including lava and water buckets, campfires, banners, fishing rods, anvils and goat horns, dumped its raw payload into chat and then printed the real message underneath it
- Flint and steel actually sets things on fire. It only ever applied the vanilla fire visual, which combat strips every tick, so the target visibly caught alight and then took no burn damage whatsoever. It now applies Burning for three turns, and striking an already burning target fans the fire for one more turn each time
- Nothing applies a damage-over-time effect for a single turn any more. A one turn burn or poison is a status icon that flickers and vanishes, so burns, poison, wither and bleed now last at least two turns from every source. Stuns are untouched, since skipping a turn happens whether or not the timer outlives it

Modded Tools

- Modded pickaxes work like vanilla ones. Breaking obstacles, digging pits and mining now recognise any pickaxe rather than the vanilla six, so a modded pickaxe no longer half worked: it could mine a rubble pile but not break a wall with the same swing

Visuals

- Crimson Forest and Warped Forest arenas have their own skies again. Both were wearing the pale overworld woodland haze, because the colour table matched the word forest before it ever reached the nether entries
- The sculk sensor range ring is much calmer. It filled every tile in the field with a pulsing cyan slab that faded fully out and back every two and a half seconds; it now traces only the boundary of the field, dimmer and slower, and never fades out entirely

Deeper and Darker Compatibility

- The Deep Dark is fully overhauled when the Deeper and Darker mod is installed. Its whole enemy roster is replaced with the mod's sculk creatures. Nothing here touches your game if you don't have the mod
- Shattered are the common melee threat, Sculk Centipedes dart in and back out again while poisoning you, Sculk Leeches drain your life to heal themselves, and Sculk Snappers are slow but lock you in place when they bite
- Angler Fish can only travel through water, where they are fast and lethal. On dry ground they are harmless, so the danger is stepping into the water with one
- Shriek Worms are a hidden ambush. They are completely invisible and cannot be targeted until someone walks into their melee range, then they rear up and lash out across three tiles, rooting whoever they hit. They never move
- The Stalker replaces the Deep Dark's level 4 miniboss. It alternates every other turn between hunting you in the open and vanishing entirely, slipping to a new spot unseen before reappearing from a fresh angle. Sculk leeches trickle in while it stalks
- New Blooming Caverns hazards: the gloomy cactus deals contact damage and sets you burning, and gloomy geysers erupt when stepped on for Burning II plus a launch of up to three tiles in a random direction
- Sludges now actually spawn. They were fully built, with slime behaviour and a Soaked hit, but had never been added to any spawn pool, so no player could ever have met one

Deeper and Darker Gear

- Warden and Resonarium gear now has real combat stats. Every piece of it was previously unregistered, which meant a Warden sword swung for bare fist damage. Tiers follow the mod's own smithing recipes: Resonarium upgrades from iron and lands between iron and diamond, Warden upgrades from netherite and sits above it
- Warden weapons cannot inherit the Netherite Sword's execute, so they get their own edge instead: the sword sweeps into a second enemy far more often, and the axe shatters armor permanently and scales harder with Cleaving
- The Warden armor set is Echo, and it cuts both ways. Wearing all four pieces keeps you permanently in Darkness, so you fight half blind with everything past two tiles invisible to you and missing from your threat overlay
- In exchange, Echo grants +2 affinity to whichever damage type you are carrying the most weapons of, and it re-reads your inventory on every single hit. Swap to axes mid fight and the bonus follows you with no re-equip. The armor's own affinity is Physical, deliberately the most generic lane, so it never fights the build the set bonus picks
- Warden armor is the new armor class ceiling at 8, one above netherite. Resonarium sits at 5, between iron and diamond, and carries Special affinity
- The Warden tooltip names the affinity it is boosting right now, so you can see where the bonus landed

Deep Dark Props

- Infested Sculk now grows in Deep Dark arenas. Break it and Sculk Leeches and a Shriek Worm boil out of it and throw you backwards. Break it with Silk Touch and it comes away clean with nothing waking up, which finally gives a Silk Touch tool a reason to be in your bag down there
- Ancient Vases are a straight gamble. Most break open into treasure, including diamonds, emeralds, enchanted golden apples and Warden Carapace, but roughly a third of the time a Stalker unfolds out of the pot instead. Silk Touch takes the vase out whole and unopened, trading the roll for something you can carry home
- Sculk Jaws lie in the floor and bite anything that walks over them. Every jaw you cross bites, not just the first, so a row of them will end a careless move. The bite also swallows an XP level, and since XP is what pays for enchanting that is a real cost
- The jaw does not destroy the XP, it holds it. Break the jaw and it coughs back up everything it took from you, so you can eat the loss or spend a turn and an attack getting it back
- Sculk creatures are immune to jaws, exactly as in the source mod. In a Deep Dark run every enemy is a sculk creature, so the traps only ever work against you

Deep Dark Loot

- Deeper and Darker materials now drop from the biome. Sculk Bone, Soul Dust, Grime Balls, Soul Crystals, Resonarium and Resonarium Plate come from level rewards, with Warden Carapace, Reinforced Echo Shards and the Warden smithing template as the rare tail
- Every sculk creature now drops something when killed. They previously dropped nothing at all, so the whole roster was a dead end. The Stalker is the reliable source of the Reinforced Echo Shard that gates the Warden tier
- Modded loot is added at runtime rather than written into the biome file, because an unknown item id in a biome file logs a warning for every player. Nobody without the mod sees anything

Deeper and Darker Artifacts

- Sonorous Staff (2 AP): a ranged Special attack that fires a line through your target and everything behind it. Damage falls off the further down the line an enemy stands, so it rewards lining up a crowd rather than replacing a bow for single targets. The first target is hurled back two tiles
- Soul Elytra (2 AP): launch and glide up to five tiles, straight over obstacles, hazards and pits.
- Heart of the Deep (1 AP): pulse, dragging every hidden enemy into view and lifting Darkness from you. Shriek Worms stay revealed for good, but a Stalker can vanish again on its next turn.

Food

- Food healing is no longer a fixed list of items. Every edible thing, modded ones included, now heals based on its own hunger and saturation, so a modded steak is worth roughly what it looks like instead of a flat 1 HP with no tooltip
- Vanilla values are almost entirely unchanged: cooked beef still heals 5, rabbit stew still 6, an apple still 2, a cookie still 1
- Food now costs AP based on how much it heals. 1 AP normally, 2 AP once it heals 7 or more, 3 AP at 12 or more. Every vanilla food is still a 1 AP snack; the golden apples move to 2
- Food tooltips are generated from those same numbers, so modded food finally describes itself, and the Raw and Risky warnings come from the same place the eating code does

New Item Uses

- Shears (1 AP): cut tall grass, ferns or cobwebs out of the arena, and you keep what you cut. Cover becomes portable, so you can pull a bush out of a bad spot and drop it somewhere useful
- Armor Stand (1 AP): plant a decoy. Enemies go for the stand instead of you until it breaks
- Ominous Bottle (1 AP): drink it to guarantee the next between-level event is a Trial Chamber
- Beehive (2 AP): set down a hive that releases an allied bee to fight for you every round until it is destroyed

Bee Hives in the Forest

- Wild bee hives now hang in Dark Forest arenas about half the time. While one stands it releases a hostile bee every round, so ignoring it means a slowly growing swarm and the fight pushes you into spending attacks on the hive
- Break a wild hive with a Silk Touch tool and you keep the hive intact, which you can then place on your own side to spawn bees that fight for you. A forest hazard becomes a reusable summon if you bring the right tool

Enemies

- Enemies no longer stand around doing nothing when they lose track of you. Duck into tall grass and they hunt: they walk to the nearest patch of cover and thrash it open, destroying it in the process. Hiding now buys you time instead of making you untouchable, and the grass you spent is gone for good

Combat Fixes

- The Netherite Sword's execute now actually deals its triple damage against targets below 30% HP. The multiplier was being calculated and then discarded, so the hit only ever landed for its base damage. The Diamond Sword's own critical hit had exactly the same problem and now doubles properly
- The execute finisher no longer drops a crying obsidian block onto the battlefield. Those could stack on top of each other, left only the bottom block mineable, and forced you into a crawl. It now ends on a soul fire flourish and a deep toll instead
- Enemies knocked or pulled into powder snow now take freezing damage and are slowed, and enemies shoved into a sunken pit are staggered. Both tiles were being landed on with no effect at all
- Regular enemies can now be knocked clean off the edge of the arena into the void. Bosses still brace at the edge, so they cannot be shoved off the map

Quality of Life

- Torches and lanterns placed during a fight now actually appear. The light zone was being registered and the item and AP were spent, but the block itself was never placed
- Items can be dropped on the ground during combat again. Only the Move item stays locked in place
- Sculk sensors are now ordinary pickaxe-breakable obstacles instead of blocks carrying a health bar. They still paint their range ring and still trigger the darkness and silverfish ambush when you stray too close
- Home islands sit in the Plains biome instead of the void, so animals and mobs spawn on them normally and you have something to tame and farm. Islands previously used the void biome, which has no spawns at all, so nothing could ever appear. This applies to newly created islands: an existing island keeps whatever biome its chunks were already generated with

Arenas No Longer Float in Nothing

- Arenas, event scenes and trade halls are now ringed by a bank of cloud instead of ending at a hard edge with empty void past it. The cloud starts just under the floor at the build's edge and climbs the further out it goes, so you are standing in a bowl with walls above eye level rather than beside a lake
- The cloud is built from chunky blocks with real height and shading rather than flat sheets, so it has silhouette and depth, and it drifts slowly enough to read as weather rather than a conveyor belt
- A clear window is kept open along the line between the camera and the board, so the wall never stands between you and your own tiles no matter where you orbit to
- Cloud colour follows the arena's biome: dusty yellow in the desert, ochre in badlands, rain blue in the jungle, blue white on snow, red in the crimson forest, teal in the warped, violet in the End. Rain shifts the whole bank toward storm grey
- Dark Forest and Deep Dark fog is near black instead, and denser, so those arenas close in around you the way they should
- The cloud rests on the ground it meets. It pools in hollows and laps up hillsides rather than growing through the terrain
- A distance haze sits beyond the cloud to swallow far hills and treetops. It only ever tightens the view, so underwater, lava, Blindness and Darkness fog all still look exactly as they did, and it never touches the sky's own colour

The Arena Reacts To The Fight

- Boss phase two floods the surrounding cloud red and pulls the walls in closer for the length of the entrance. Killing the boss washes them gold white and opens them back up
- Darkness or Blindness drives the whole bank black for as long as the effect holds
- The camera leans in and a soft vignette closes around the screen while the enemies take their turn, then releases when control returns to you
- Every combatant now casts a contact shadow on the tile beneath them, so models sit on the board instead of hovering over it. A knocked back mob's shadow stays on the ground it is going to land on
- Landing a blow leaves an expanding ring on the struck tile, wider and gold on a heavy hit, and the camera is kicked in the direction the blow came from rather than just rattling in place. Heavy hits also flash and hold the scene still for a couple of frames
- Moving kicks up dust where a combatant lands, for enemies and allies as well as you

Weather and Hazards You Can See

- Arenas carry their biome's weather: snow on cold boards, blown sand in the desert, cherry petals, crimson and warped spores, nether ash, drifting spores in the dark places, rain in the jungle and swamp. Real rain overrides a dry biome
- Lava tiles give off heat, void pits breathe pale wisps out of the hole, and sculk fields pulse slowly, so the tiles that can kill you announce themselves without a tooltip
- Frost left by a blizzard finally does something. Stepping on rime slows you and chills you, and leather boots turn it aside exactly as they do powder snow. It has always been described as a hazard and has never once been one

Bridging and Building

- Placing a block on a void or sunken tile now drops it to ground level and fills the hole into safe footing instead of stacking a wall in mid air. The fill lasts the rest of the fight, and a second block on the same tile raises a normal wall on top of it

Boss Threats

- Bosses leap gaps up to two tiles wide to keep after you. A pit dug in front of a boss no longer takes it out of the fight for good, and a split arena no longer strands it on the far side. Ordinary enemies are still stopped cold by a pit, so digging one is still worth the AP
- The Warden tears the arena in half. From the fourth turn it opens a permanent fissure two tiles wide clean across the board, three in phase two, telegraphed a turn ahead. The ground is gone for the rest of the fight, cover on the wrong side with it, and a party can be cut apart by it
- The Wither rots the ground it stands on. Every tile its body covers is permanently withered, and each charge leaves a scar behind the fire trail. Withered ground saps you and applies Wither every time you step onto it, so the safe half of the board shrinks the longer the fight runs and standing still stops being free

Arena and Combat Fixes

- Rails, pressure plates, thin snow and other flat decorations lying in a pit no longer count as its floor. The game read them as solid ground, called a two block hole a shallow dip, and let you walk in and fall straight through
- Falling into a pickaxe dug void is fatal again. Its floor sat one block above the depth the fall check was watching for, so you stood at the bottom of a lethal hole perfectly alive while the fight kept swinging at where the board thought you were
- You can no longer walk onto a tile with nothing under it. The board is checked against the world before a move is accepted, and a tile that claims to be walkable over a hole is corrected on the spot
- A killing blow can no longer land during your own death animation. Anything that hit in that window killed you outright, opening the vanilla death screen on top of a fight still playing out its ending
- Water throwables deal real Water damage. Turtle eggs, pufferfish, nautilus shells and hearts of the sea ignored every water resistance and weakness in the game, and none of them counted as water damage for the achievements built around it, so a water only run disqualified itself. They also splash and sound like they hit something now
- Six collection achievements could never be earned by anyone. Trim patterns, trim materials, a full matching trim set, armor sets owned, pet species tamed and goat horn variants are all tracked and granted now, and they carry across runs
- Arenas built with blocks from a mod you do not have are skipped rather than loaded full of holes. Deep Dark arenas built on Deeper and Darker blocks were loading for everyone; without the mod every one of those blocks became air, which reads as a floor full of invisible death pits. The bundled vanilla arenas are used instead, and installing the mod brings the custom ones straight back
- Leaving a world mid fight no longer risks a crash on the way out

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