Risen - Undead Army-2.12.40.zip
What's new
# Risen — Undead Army 2.12.40 — changelog
Picks up the mid-July 2026 update wave across the featured mods. Freedom Lib is unchanged. No modpack-level config changes affecting the featured mods.
## Spells & Spellcrafting — 2.12.38 → 2.12.40
* **Call Horde and Dismiss Horde split into two separate cantrips** — a green Call and a red Dismiss instead of one toggle, so you can no longer accidentally release your stored army when you meant to stash the one around you. Casting the wrong one with nothing to do fizzles free (no reagent, no cooldown).
* **The Devourer can be taught a mining enchant** — right-click it with an **Efficiency**, **Silk Touch**, or **Fortune** book. Silk Touch and Fortune apply to *every* task, including Chaos. The Devourer holds one enchant at a time; the same enchant only upgrades to a higher level, and it never eats a multi-enchant book by mistake.
* **Chaos mode now hands you the loot** — everything a Chaos rampage eats goes straight into your inventory (overflow drops at your feet) instead of being buried in the cavities it chews out.
* **The Devourer's nameplate shows its rank + enchant live** (e.g. `[Diamond, Fortune III]`), and an empty-handed right-click gives you a full status readout in chat.
* **Spell count is now 57** (Call and Dismiss are separate spells).
## Zombie Village — 4.57.286 → 4.57.293 (spans 287–293)
### New
* **Soul Interface** — a new craftable block that plugs your Soul Well into automation. Place it touching a Soul Well and hoppers, pipes, and Applied Energistics 2 storage buses get **bidirectional, variant-preserving** access to well storage (an enchanted book comes out as that book, a filled shulker as that shulker). Owner-only placement.
* **Soul Well hero model** — a round deepslate-brick basin with animated star-void surface, soul whirlpool, boil-over smoke, and pulsing ground glow. Purely visual — same recipe, same behavior. Model courtesy of the ZV-Houses workshop.
* **Fuel Keeper now works with modded machines** — the well recognizes any modded machine with a real fuel slot (for example an AE2 Vibration Chamber) and keeps its fuel topped up from village storage. Seed the machine with **2+ of the fuel item** the first time so the keeper can register it; then it refuels one item at a time exactly like a vanilla furnace.
### Fixed
* **Farmers stay at the main farm.** Farm designation persists across restarts — the village farmer no longer drifts off to scattered plots.
* **Underground gate sieges spawn at squad depth.** Deep gates were spawning their siege on the surface far above the gate, where nothing engaged them; sieges now form near the gate squad at their own depth.
* **Gate squads can never get permanently stuck.** A laborer wedged in unrecoverable terrain (deepslate pockets, sheer cavities) is recalled home through the dawn ferry after ~5 minutes of continuously exhausted rescue attempts — everyone lands at the Soul Well, gathered resources deposit, and the gate staffs a fresh squad automatically. This matters most for deep gates, which deliberately never run the dawn return cycle.
* **Soul Wells directly on an automation bus stay in sync.** Storage changes refresh connected systems immediately — no more stale reads.
* **The Soul Well's targeting outline hugs the visible model** instead of drawing a two-block box up through the whirlpool. The well is still two blocks tall for collision — that part is intentional and unchanged.
* **Sneak gestures work with an occupied offhand.** Holding a totem, torch, or shield in your offhand no longer blocks the sneak + empty-main-hand gesture that opens the Soul Well hub and gate picker.
### JEI integration (optional)
* **One-click recipe fill from the Soul Well.** With JEI installed, the Soul Crafting menu's transfer button ("+") fills the crafting grid, pulling ingredients from village storage first and your inventory as fallback. Shift-click fills a full batch. Zombie Village does *not* require JEI — the integration loads only when JEI is present.
## ZV-Houses — 0.1.158 → 0.1.160
* **Maintenance / version-alignment release.** Templates, blocks, and recipes are byte-identical to 0.1.158; the version string tracks Zombie Village updates.
## Freedom Lib — unchanged (0.7.1)
No mod-level changes this round.
## Config
No modpack-level config changes affecting the featured mods.
This mod has no additional files

