
Neo Vitae
Spill blood for power. Altars that consume life, sigils that bend the world, custom demons in an endless dungeon, sentient armor that drinks souls, a shield that pays your damage in essentia. Datapack-driven from the ground up.
Оцените первым
482
8
Список изменений
1.0.5
Ritual: Overgrowth
- Plants that report themselves as a valid bonemeal target but reject bonemeal now receive a forced random tick instead of being skipped. Fixes Overgrowth not accelerating Mystical Agriculture crops, which deliberately disable bonemeal but still grow via random ticks. Same fix should work any other modded plant with the "anti-bonemeal but tick-growable" pattern.
- New per-growth visuals: an occasional energy pulse arcs from the Master Ritual Stone into the plant, shifting from red to green as it flows, and small drips trace the same red-to-green fade above growing plants.
- New ambient loop sounds plays while a Overgrowth ritual is running, replacing the generic ritual ambient loop.
- Per-aspect info text now uses the modern
.spiritus.*translation keys and renders properly
Other Rituals
- Animal Growth, Crafting, and Yawning Void ritual info displays now have updated translation keys, with matching entries authored. Previously these displayed raw key strings.
Dungeon
- Prismatic Demonite properly cancels the break event on a regen roll. Each break pops a random raw ore, then rolls 1d100; on a roll of 20 or below the block replaces with Raw Dungeon Stone (depleted), otherwise the block stays intact (regenerates).
- Dungeon Ore can now be mined and drops raw demonite. The block was previously caught in the dungeon-dimension protection that prevents players from breaking dungeon structural blocks.
- Daemonium aggression. Daemoniums spawned by trial spawners receive a tight movement restriction (~7 blocks) that prevented them from chasing players past the leash radius. They now silently clear their restriction and are more aggressive so they pursue targets across the full room limited only by their
FOLLOW_RANGEattribute. - Daemoniums now have glowing eyes that pierce the dark of the dungeon.
- Trial spawners across all dungeon structures now activate at an increased range.
- The iron ore deposits in the armoury, ore cavern, and crane rooms are now placed as a random spread of generative ores (any ore the material system flags
generative) instead of plain iron, so dungeon ore veins reflect the pack's actual ore set. Falls back to leaving iron in place if no other generative ores exist. - The dungeon block break/place protection no longer applies to players in creative mode, so admins and builders can freely edit dungeon structures and ritual stones.
- Plain Dungeon Stone (all spiritus variants) can now be mined in survival; the break protection that locks down dungeon structural blocks no longer covers it.
Mine Key Loot
- The Mine Room chest is now an endgame-tier haul. Ore counts roughly quadrupled across the board (raw copper 32-80, raw iron 16-32, raw gold 12-28, netherite scrap 8-20, corrupted dust 8-20) and the ore pool rolls more times per chest (3-5 rolls instead of 1-2). Gem counts in the secondary pool also lifted significantly (diamonds 6-14, emeralds 6-16, plus a fresh ender pearl entry at 4-12).
- New "End City" loot pool layered on top: rare elytra drop, shulker shells, end rods, chorus / popped chorus fruit, ender eyes, experience bottles, golden / enchanted golden apples, high-level enchanted books, and a rare totem of undying. 2-4 rolls per chest.
Alchemy Arrays
- The Vortex array now prevents endermen caught in its pull from teleporting away, holding them in the field as long as they remain in range.
Altar Runes
- Rune blocks now have glowing carvings that softly illuminate the surrounding altar.
Audio
- The blood siphon sound (played when a damaging hit or kill siphons blood to you) now picks at random from four variants instead of always playing the same clip.
Pack Devs
- New optional field
ambient_soundon theneovitae:ritual/ritual_statsdatamap entries. Set it to a sound event id (e.g."ambient_sound": "neovitae:overgrowth") to override the looping ambient sound for that ritual. Defaults to the normal one if nothing is specified. - The material loader now skips invalid
materials.jsonentries (missingname/color/stages, unparseable color, or duplicate names) and logs a warning for each instead of crashing the game at startup. Valid entries still load normally. - Ores detected by the material system now auto-inject into world generation. New optional fields on
config/neovitae/materials.jsonentries:generative(defaulttrue),gen_ore(a preferred ore block id), andgen_raw(a preferred raw item id). Any generative material is woven into Prismatic Demonite drops, the dungeon iron-ore deposits, and the meteor ritual with no recipe or tag work, so a pack that adds platinum/mithril/etc. ore gets it everywhere automatically. Set"generative": falseto pull a single ore back out of all systems. - Unification When a material resolves to multiple candidates (a stone and deepslate variant, or duplicates across mods),
gen_orepins the block used by the block-placing systems andgen_rawpins the raw item used by Prismatic Demonite drops; otherwise the material's wholec:ores/<name>tag andraw_tagare used. Block generation reads the auto-populatedneovitae:generative_oresblock tag, which contributes nothing for ores absent from the pack.
Файлы
neovitae-1.21.1-1.0.5.jar(12.71 MiB)
ОсновнойМетаданные
Канал релиза
Release
Номер версии
1.21.1-1.0.5
Загрузчики
NeoForge
Версии игры
1.21.1
Загрузок
19
Дата публикации
30.05.2026
