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Official Craftics Pack

The official Craftics modpack with all compatibility content mods and QOL features.
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v0.4.9

File nameOfficial Craftics Pack-0.4.9.zip
Uploaded
Sep 25, 2026
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17
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110.3 KB
Mod Loaders
Fabric
File ID
8972634
Type
R
Release
Supported game versions
  • 1.21.1

What's new


0.4.9

The Ender Dragon Fights Back

The dragon's attacks were easy to wait out. Every one was aimed at the tile you stood on, so a single step dodged it, and it only attacked every other turn. Fire Resistance or a Piglin Head shut off the one pressure that lasted, the fire. Nothing punished sitting back between perches. The fight now gets harder as the dragon weakens.

- **Three phases.** Above 2/3 health it throws one attack at a time. At 2/3 it enrages and throws two at once. At 1/3 it throws three at once and no longer rests between attacks: the next one is warned the same turn the last one lands. Each phase change forces a perch
- **Stacked attacks are still fair.** However many attacks the dragon throws at once, they share one warning and one hit. Every glowing tile hurts, nothing else does, and you are only hit once even where attacks overlap. Chat names the attacks in each one
- **New attack: Fireball.** It bursts on your tile and the four tiles around it, then leaves a cloud of dragon's breath there for 3 turns
- **Swoops leave breath behind.** The middle of a swoop's path stays clouded for 2 turns after it passes
- **Dragon's breath is magic.** Armor, dodging, Fire Resistance and a Piglin Head don't stop it. It hurts when you start your turn in it or walk through it, and it never spreads fire. Walking through costs extra Speed the way lava does, so paths go around it when they can. The dragon's own adds are immune
- **You can always see the breath.** Every clouded tile glows a slow-pulsing violet on the grid, with pips along its edge counting the turns it has left, so it shows even with particles turned down. Hovering one shows its damage and how long it lasts
- **Breath Wave reaches you now.** It rolls in from the nearest edge all the way to your tile, instead of stopping at the wall, so the middle of the arena is no longer safe from it
- **The dragon calls its brood as it lands.** Every perch brings its Endermen, Shulkers and Phantoms back up to 3, 5 or 7 by phase. They never appear right next to a player, on the landing spot, or in fire or breath
- **Fixed end crystals, TNT, cactus and lightning rods hitting the dragon while it was in the sky.** Their blasts measured distance to a fixed spot on the ground that stood in for the dragon even while it was out of reach. A crystal placed there and shot took a chunk of the dragon's health while nothing else could touch it. Blasts now only reach the dragon while it is perched

No More Falling Through Solid Ground

Stepping onto a tile that looked like normal ground could kill you on the spot. Dropping below the arena floor was an instant death, and the check never asked what the tile under you was meant to be. If the ground under a walkable tile had gone missing, you fell through it and died with no warning.

- **Falling only kills you over a void tile now.** Anywhere else, whether ground that gave way, water deeper than it looked or a shove off the edge of the arena, you are put back on the nearest solid tile instead. If the tile you fell through looked walkable, it becomes a hole so nobody else walks into it
- **Vanilla fall damage no longer applies during a fight**, so a drop can't kill you on the way down either
- **Fixed torches, banners, campfires, lanterns and similar items turning deep water into a death trap.** Placing one on water, deep water or lava marks the tile as ground, but the item sits on top of the tile and nothing was put under it, so over deep water you sank straight through. Placing on those tiles now lays a real block of ground first, which is put back to water or lava when the fight ends. Where the biome's ground is sand or gravel it uses cobblestone, since sand would just sink
- **Powder snow can no longer be poured onto deep water**, and **bone meal and replanted grass no longer grow on water or lava.** Both made the tile walkable with nothing to stand on
- When a fall through walkable ground is caught, the server log now records what was actually under the tile, so the next report can be traced to its cause

The Village

The wandering trader, the enchanter and the Scribe are now one event. You stumble upon a village full of different workers, and each party member picks who to visit.

- **Everyone picks their own stop.** The menu shows who is at each one: which trader is in town, with a preview of its stock, plus the enchanter and the Scribe. Different players can go to different stops at the same time
- **Nobody moves on until everyone is done.** Anyone who finishes early waits on a "waiting for the rest of the party" screen, then the whole party heads into the next level together
- **In the Nether it is a bastion outpost.** The trader stop is the piglin barter, and the enchanter and Scribe are piglins
- **The whole party can shop at the trader at once.** You used to take turns at the stall; the stock is still shared and updates for everyone as it sells
- **Keep moving** skips the village and waits for the others
- **Fewer events overall.** The village takes the trader's place in the event roll, and the enchanter's and Scribe's separate 6% chances are gone
- `/craftics force_event village` forces it. The old `trader`, `enchanter`, `scribe` and `piglin_barter` names still work

Home Stays Home

On 1.21.1 servers, leaving your island could lock you out of it. Every /home, every visit and even logging back in would put you straight back at the lobby spawn, and only a server restart fixed it.

When everyone leaves an island, the server starts unloading it, and the unload only finishes once the island has nothing held in memory. Until then, anyone who arrives on it is sent to the lobby spawn every tick. Two things stopped that unload from ever finishing: the chunks around the island's spawn point were always kept loaded, and leftover force-loaded chunks from event rooms and arenas were never released. And on 1.21.1, going back to an island did not cancel its unload, so nobody could get back in.

- **Going to an island now cancels any unload in progress**, so /home, visits and rejoining always land you on your island
- **Islands no longer keep spawn chunks loaded**, so an empty island can finish unloading
- **An empty island releases any leftover force-loaded chunks as it unloads.** This also cleans up chunks leaked by earlier versions, which were saved with the world
- **Fixed /craftics rebuild_arenas building in the lobby.** It pasted a full set of arena schematics into the overworld (freezing the server while it did) and left your real arenas untouched. All three forms now rebuild inside the island. It is refused while anyone on the island is mid-run, and is admin-only by default. Servers with an existing config keep their current setting, so set `rebuildArenasAdminOnly` to true there as well

Coming Home When Your Party Leader Has No Island

Every island lookup asked the same question: whose island does this party play on? The answer is the leader's, which is right up until the leader does not have one. Then the entire party counted as islandless - including players whose own island was sitting there the whole time.

- **/home falls back to your own island** when your party leader has none, instead of dropping you in the lobby at the world origin
- **Visiting resolves the same way**, so a friend is no longer told you have no island to visit while you are standing on it
- **/craftics island info and /craftics island tp agree with /home**, so the admin tools find the island the player actually goes to
- **A hub spawn point that went missing is recovered from the island itself.** The island is marked built, so nothing ever rebuilt it, and every trip home landed on the centre of the plot at (0, 65, 0) instead of the front door. The spawn marker is read off the island and stored - nothing is built over what you have there

Infinite Mode Keeps What It Takes

Infinite Mode stashes everything you own on the way in and hands it back on the way out, but the stash only ever knew about your inventory and your accessory slots. A worn backpack is neither, so it carried your real gear into a run and carried the run's loot back out. The ender chest, your XP and whatever sat on your cursor crossed the same way, and several exits skipped the swap entirely.

- **Worn backpacks are stashed with everything else** - contents and unlocked bays included. You enter a run with none, and yours come back when it ends
- **The ender chest and vanilla XP are stashed too.** A run earns its own XP and spends its own; yours is waiting when you leave
- **Items on the cursor, in the 2x2 crafting grid or in an open container** are folded into the stash instead of riding across the swap
- **/lobby, /spawn, /craftics world lobby and /craftics world home leave the run properly**, the way /home always did - and so do a failed arena build, an island deletion, and the host disconnecting, which used to leave the party standing in the hub still holding the run's loot
- **The auction house, /trade, raids, merchant scenes and lootbox kiosks are closed** while a run holds your items, so run loot and the real economy no longer meet
- **A hardcore wipe now takes worn backpacks and accessories**, which used to survive it - stuffing a backpack before a hardcore fight made the wipe cost nothing
- **Fixed: resuming a parked run could overwrite the stash** with another run's loadout, destroying the real inventory, levels and emeralds it was holding

Four New Armor Enchantments

Like the rest of the armor enchants, these only work on the piece you are wearing.

- **Clockwork (chest):** the first 3 actions of your first turn are remembered. Open your second turn with the same 3 actions in the same order and your next attack deals 2x. Only the first 3 actions of each turn count, and a first turn with fewer than 3 never winds the watch. One chance per fight. Moves, attacks, item uses, mining, Lead commands and stomps are all actions; clicks that the game refuses do not count
- **Boiling Bracer (chest):** while anyone in the party wears it, water no longer puts enemies out. Soaked and Burning tick side by side, so Fire Fang and Water Fang finally work together. Burning mobs stop running for water, since it can't save them. Your own status effects are unaffected
- **Ankle Monitor (boots):** each turn, every enemy has a 50% chance to come for you from any distance, ahead of closer teammates and of pets that hurt them. An enemy that comes for you hits, shoots and shoves you too, not whoever ended up closer. A taunting ally still pulls enemies off you. The catch: you can never be Hidden. Tall grass doesn't conceal you or turn you invisible
- **Quakeboots (boots):** click yourself (or your own tile) with the move item to stomp. It costs 2 Speed and Stuns every enemy on the 8 tiles around you. The boots then need a turn to recharge, so you can stomp every other turn. Not usable while riding

The Scribe Knows More Words

The Scribe now writes 35 inscriptions, up from 13: 28 ordinary ones and 7 rare legendaries. Every inscription now has tiers.

Tiers:

- **Being offered an inscription your sherd already has upgrades it** instead of taking a new slot. Farsighted I (+1 range) becomes Farsighted II (+2 range). A sherd with all three slots used can still be upgraded
- Most inscriptions go up to tier III and a few stop at II. On/off inscriptions (Leeching, Enduring, Echoing) have only one tier
- Sherds inscribed before this update keep their inscriptions, at tier I

New ones that apply to every enemy the sherd hits (values are tier I/II/III):

- **Serrated** - also inflicts 2/3/4 Bleed
- **Venomous** - also poisons for 3/4/5 turns
- **Drenching** - also Soaks for 2/3/4 turns (double lightning damage, puts out fire)
- **Chilling** - also slows for 2/3/4 turns
- **Blinding** - also blinds for 2/3/4 turns
- **Dazing** - 25/35/45% chance to stun each target
- **Enfeebling** - also lowers ATK by 3/5/7
- **Empowered** - +4/7/10 damage to every enemy hit

New ones for you and your pets, on any sherd:

- **Heartening** - also heals you 6/10/14 HP
- **Emboldening** - grants Strength for 2/3/4 turns
- **Swift** - grants Speed for 2/3/4 turns
- **Bulwark** - grants Absorption for 2/3/4 turns
- **Fortunate** - grants Luck for 3/4/5 turns
- **Rallying** - every pet gains +3/5/7 ATK for 3 turns

New one for the sherd itself:

- **Tempered** - shatter chance -4/-7%

Legendary inscriptions, marked with a gold ★. On any visit there is a 5% chance the Scribe also offers one, on top of the usual picks. A sherd can carry only one legendary, but can upgrade it:

- **★ Echoing** - the spell casts twice, for +1 AP (aimed sherds only, one tier)
- **★ Tempest** - +2/3/4 chains, and Soaks everything it hits
- **★ Cataclysm** - impacts spread 1 tile further and burn for 3/4/5 turns
- **★ Sanguine** - inflicts 3/4/5 Bleed and heals you for the damage dealt
- **★ Doom** - executes non-boss targets below 40/45/50% HP
- **★ Warlord** - grants Strength II, Resistance II and Speed for 3/4/5 turns
- **★ Packmaster** - every pet heals 50% of its max HP and gains +5/7/9 ATK

Fixes:

- **Harmful inscriptions no longer hit your own pets.** Kindled, Forceful, Withering and Sundering attached to every step of a spell, including a step aimed at your pets, so Kindled on Guardian Spirit set the whole pack on fire. They now only land on enemies
- **Resonant no longer heals a pet several times over.** Widening a pet heal made each pet catch its neighbours. Resonant and Arcing now only widen steps that strike enemies
- **The Scribe only offers inscriptions that would do something on the sherd you picked.** No more Farsighted for a self-cast, Fluent for a 1 AP sherd, Enduring for an unbreakable one, or a burn for a sherd that never hits an enemy. The offer stays the same for a given sherd however often you back out and look

No More Spawning In Lava

Entering a level in a busy party, or in a lava-ringed cavern, could drop you straight onto lava. The spawn search only asked whether a tile was walkable, and lava and fire count as walkable because they only hurt. Once the party and its pets took the safe tiles nearest the start, the next closest tile was often a hazard.

- **Players now spawn on safe ground first.** Lava, fire, embers and other hazard tiles are only used when the arena has no safe tile left at all
- **Pets no longer spawn on top of a teammate.** Players are not tracked as tile occupants the way mobs are, so a pet could be placed on a party member's tile, hiding them under the cursor. Every ally now gets its own tile

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