promotional bannermobile promotional banner

Official Craftics Pack

The official Craftics modpack with all compatibility content mods and QOL features.
Back to Files

v0.3.8.2

File nameOfficial Craftics Pack-0.3.8.2.zip
Uploaded
Aug 13, 2026
Downloads
27
Size
44.7 KB
Mod Loaders
Fabric
File ID
8643722
Type
R
Release
Supported game versions
  • 1.21.1

What's new

0.3.8.2 Mobs Acting Out of Turn

  • Nothing can hurt you in a fight except the fight.
  • Your allies get the same protection, so nothing chews through your wolf while it waits for its turn
  • Removed the stalker as a miniboss
  • Removed herobrine
  • Projectiles are visually distinct when attacking
  • Fissure fills with deepslate now, and visually falls from the sky.

Islands and Admin Tools

  • /craftics rebuild_arenas all rebuilds every arena on every island the save knows about, not just the ones whose owners happen to be online. It refuses while anyone is mid-fight, since regenerating an arena re-lays its blocks and doing that under a live battle pulls the floor out from under it. Op-only and deliberately loud about the fact that it will hang the server while it runs
  • /craftics deleteisland <player> confirm deletes an island for someone who wants to start over, or who would rather just live on a friend's. The island, everything built on it, and their campaign progress all go - leaving the progress behind would give them a save that has forgotten where it lives but not how far it got, with the level select still showing biome twelve unlocked over a world that no longer exists. It does not stop them having an island again: going home builds a fresh one
  • Everyone on the island is sent to the lobby BEFORE the dimension is deleted, visitors included. Deleting a dimension out from under someone standing in it is undefined behaviour, not a clean error. The confirm is mandatory rather than a flag, and the whole thing is op-gated

Difficulty

  • Difficulty is a thing you can choose now. /craftics difficulty easy|medium|hard, with no argument to see where you stand. Easy is exactly what the game was before this existed, Medium gives enemies 1.5x health and +1 damage on every attack, Hard gives them 2x health and +2
  • It is per island, not per server. On a shared server one player wanting a harder campaign should not drag everyone else's runs up with them, and in a party fight the island being played is the leader's, so the leader's setting is the one that counts
  • Easy is the default everywhere, and stays that way until somebody chooses otherwise. It deliberately does not read the world's own difficulty: a server that happens to run on Hard would otherwise silently double every islander's enemy health, and existing saves would get harder just for updating
  • Only two levers, on purpose. A difficulty that quietly changes ten things cannot be reasoned about by the person picking it. The damage is a flat addition rather than a multiplier because a multiplier makes the big hits enormous and leaves chip damage free - this raises the floor instead, and the boss single-hit ceiling rises with it so the setting is still felt in the fights it is meant to be
  • It cannot be changed mid-fight. Enemy health is decided as each mob spawns, so switching during a battle would leave what is already on the field at its old health while everything after it arrived at the new value - one fight running at two difficulties
  • Peaceful is no longer allowed. It is not a difficulty this mod has a degraded mode for, it is one it cannot run at: vanilla despawns every hostile mob on the spot, so an arena would build itself and stand empty. Setting it puts the world back to Easy and says why. If you want the fights easier, that is what the Craftics difficulty is for

Main Menu

  • A big PLAY ONLINE card on the right of the title screen drops you straight onto play.crackedgames.co. It is built as a peer of the CONTINUE card rather than another row on the menu list - same bevel, same accent bar, same hover - because it is a destination rather than a client setting, and at the bottom of that column it would have read as one
  • It connects through the same path the multiplayer list uses, with a throwaway server entry rather than one written into your servers.dat. Adding a permanent entry to your own server list on a button press is editing your data to save you a click
  • Greys out with a reason when multiplayer is disabled, and drops off entirely on a window too narrow to hold both columns rather than stacking on top of the menu

Trading

  • /trade <player> asks someone to trade. They get a clickable line in chat rather than a screen thrown in their face, because in this mod that could land mid-fight, and the offer goes stale by itself after a minute so a forgotten invite cannot be accepted an hour later. /trade accept <name> opens the window for both of you, /trade cancel walks away
  • The window shows both sides at once: what you are giving, what they are giving, and your own hotbar along the bottom to offer from. Click a hotbar slot to put that stack up, click one of your own offered stacks to take it back. Any change to either side clears both accepts, so nobody can agree to a stack of diamonds and receive a stack of dirt
  • Nothing is ever held in escrow, and that is the whole point. The usual way to build this takes both sides' items into the window and hands them out when everyone agrees, which means that between those two moments the items are somewhere that is neither inventory - and a crash, a disconnect or a restart in that gap has to guess who owns them. Every wrong guess either destroys an item or creates one. That gap is where duping comes from, so there is no gap here: an offer is only a description of items you still physically hold, and they do not move until one uninterrupted tick at the end
  • Both sides are re-checked in full before a single item is taken. An offer is a promise about an inventory you were free to keep using the whole time, so if either of you no longer has everything you offered the trade is refused with nothing moved. Matching is on the item and its components, so an offered enchanted sword can never be settled with a plain one. Anything that will not fit lands at your feet rather than vanishing
  • Disconnecting ends the trade for both of you and says so. There is nothing to hand back, but the session has to go, or you would come back to a server that still believed you were mid-trade

Thrown Weapons

  • A chakram is thrown before it hits anything. It used to be launched by its own ability handler, which runs after the swing has been resolved, so the damage and the particles had already played by the time the disc left your hand and it spent the whole flight chasing an outcome you had watched happen. The throw now goes out first and the hit is timed to the disc arriving, using the same delay a bow shot has always used for its arrow
  • A ricochet carries the weapon's effects. Every bounce used to be a bare point of damage applied around the outside of the entire on-hit pipeline, which is why a Punch chakram knocked back only the enemy you aimed at, and a Chomp'olotl rolled its axolotl only on the first target it touched. A bounce now lands through the same pass a normal strike does: Sharpness, Smite, Bane, Knockback, Serrated, Fire Aspect, and the weapon's own unique proc all apply to every enemy in the throw
  • Ricochets actually chain now. Every bounce measured its range from the enemy you originally threw at, so the reachable set never moved and a chain across a spread-out group was impossible no matter how they were lined up. Each bounce now looks for its next target from where the disc just LANDED, up to three of them, and the reach is a tile longer. A thrown disc travels; its range travels with it
  • That includes the multi-target effects. A hop runs the weapon's own ability first and then the enchantment pass, in that order, which is what lets Sweeping Edge and the abilities that carry their own arc (claymore, glaive, scythe, coral fan, Soulrender) fire from a ricochet or a pierce instead of only from the swing that started it. The two share one geometry, so running them in this order is also what keeps a neighbour caught by both from being hit twice for one landing
  • Crossbow bolts go through the whole line. Pierce hit exactly one enemy - the single tile directly behind the target - and the arrow was drawn stopping at the first body, so a shot into a queue of skeletons killed two of them and looked like an ordinary shot. The line now runs to the edge of the arena, stopping at a wall, every enemy on it takes the bolt, and the arrow is seen crossing all of them. Flame lights each one and Punch shoves each one, rather than only whoever was in front
  • The disc's speed comes off the distance it is covering rather than a fixed count per bounce, so a throw at the tile next door snaps across it and one thrown to the edge of its range takes the time it should
  • Thrown items land before they do anything. A snowball's damage, a fire charge's burst and a splash potion's cloud all used to resolve the instant the item was used, and the item was then shown crossing the arena afterwards, chasing a result you had already watched happen. The throw goes first now and the effect waits for it to arrive
  • Which also means a thrown item can travel at a speed that looks like a throw. Its flight was pinned to four ticks regardless of distance, deliberately, because every tick it spent in the air was a tick its explosion had already happened without it. It is timed by distance now, like the arrows and the chakram

The Hollow King

  • He is a miner again. Five of his seven abilities used to ask the same question - step off the highlighted tiles - all centred on wherever you happened to be standing, and none of them had anything to do with the mine. He built walls and then ignored them

  • Shore Up. He drives in three support pillars, five once enraged, three blocks tall and visibly timber rather than stone, and takes +1 armour from every one still standing. While they hold he is genuinely hard to hurt, and the room is held together by specific tiles you can point at

  • Total Collapse. He knocks them out, and the ceiling comes in down the entire row and column of every pillar at once. A support does not hold up the square it stands on, it holds up the span, so the span is what falls. It is a lot of floor, and all of it is painted a turn ahead

  • Take the pillars out yourself. A pickaxe on an adjacent pillar knocks the whole thing down: one less point of his armour, and two fewer lanes in the collapse he is loading. But a pickaxe only reaches one tile, so getting to a pillar means standing in the lanes it loads, and every turn spent mining is a turn not spent hitting him. That is the fight now - not "am I on the orange tile" but how much of the room you are willing to dismantle, and when

  • Shrapnel replaces Rubble Toss, which cleared an obstacle from anywhere on the map for four flat damage and fought his own cave-ins for terrain. He shatters one of his own supports and fires it down the lane, hitting everything between it and you. He spends armour to threaten you, and you get to watch him choose

  • Miner's Fury ploughs through obstacles as it always did, his own pillars included

  • All of it is seen. A collapse rains rubble on every single tile it covers, and the rubble LANDS - real blocks piled on the floor for a few turns before they are cleared away. It only ever falls on open ground, because a rock dropped over a pillar or a wall touches down three blocks up where nothing owns it, which is where the stray stone perched on top of the beams was coming from

  • A pillar knocked out topples outward in a scatter of timber, thrown up and gone before gravity brings it back down onto something. Pillars themselves now go up in one piece with dust up their length rather than being built by falling blocks - a log dropped down a column that already has a pillar in it lands on the beam and becomes a stump that outlives it, which is why the beams appeared never to go away

  • He no longer puts the pillars in the same places every fight. The site search walked the arena from one corner and took the first tiles that fitted, so the same room produced the same three pillars in the same spot every cast - memorise it once and the mechanic is over. Same rules, shuffled order

  • He no longer just alternates shore-up and collapse. The pillars have to stand a couple of turns before he will bring them down, which is the window you need to go and mine them anyway, and it leaves room for the rest of his kit to fire between

  • Where you stand now decides what he does. Inside 3 tiles the spells go away entirely and he comes at you with the pickaxe. From 4 to 5 is his working distance: he plants his feet and casts, and the telegraph turn is a turn he really is standing still. At 6 or more he closes AND casts in the same turn, at speed 6 - backing off no longer buys a free turn, it buys a charge

  • And when he cannot reach you at all, he digs. A boss that cannot find a path normally wanders, which against a player who has walled themselves in is the same as switching the fight off - and this one can end up walled in by his own cave-ins. He takes the stone out and keeps coming. He will not cut through his own pillars (that is his armour) or the arena boundary

  • A boss can no longer build on top of you. Any solid block written into a tile someone is standing on gets that person ejected by vanilla's own push-out, so a cave-in did not block your path, it shoved you off the tile - into a fissure, off a ledge, into a void pit. Nothing in the telegraph told you which way you were going to be pushed, which made it a death with no counterplay. The stone lands on whoever is standing there and hurts them instead, which is what a cave-in should have been doing all along

  • The same rule covers his TNT. A charge is primed at standing height, so priming one under somebody used to materialise a block of TNT inside them. It detonates on the spot now, which is also the honest reading of a demolition charge planted at your feet

  • Cave-in stone stands in the obstacle layer instead of replacing the floor. Painted at floor level it came out looking like a slightly different shade of ground that the grid then refused to let anything cross - a wall you could neither see nor walk through

  • The TNT warning says what you actually get. It read "2-round fuse", which was counting the fuse's own ticks rather than the window you have: the charge is primed during the boss's turn and blows at the end of your next one. It now says so

Arenas

  • The Bastion Brute has his own arena back. Every biome's boss level looks for boss.schem in that biome's folder, and the crimson forest's was named bastion_boss.schem - so the lookup found nothing, fell through to the numbered list, and fought the boss in the ordinary level-1 arena. The purpose-built one had never loaded once. It is the only biome that was named off-convention. On a save that already has that level cached, /craftics rebuild_arenas picks it up
  • Fixed cave levels being fought in a nether arena. Arenas are cached per level number and validated against the biome they were built for, and a cache entry from before that stamp existed was trusted rather than rebuilt. That was a safe assumption until biomes went from five levels to seven, at which point every level number resolved to a different biome than it had when its arena was built - Underground Caverns II is global level 51, which used to be Soul Sand Valley I. It could never fix itself either, because the corruption check only looks for missing floor and a netherrack floor is perfectly solid. An unstamped arena is now rebuilt on the spot the next time you enter that level, once, and stamped so it never happens again

This mod has no additional files