As a new mod is being made recently, the update of this mod may be very slow.
Magnet Craft
Pre-mod: Cloth Config API
During the initial development of the module, if you encounter bugs, please give feedback in time.
Module introduction
This module is a module of a series of functional props made with the theme of magnets and extended.
Introduction of items
Due to too many item synthesis recipes, please use REI to inquire
Mineral
Magnetite: A new naturally occurring mineral that has a similar mechanism to iron ore generation, mining and dropping crude magnets to support timing and precise harvesting.
Base material
Magnet Fragment: Made from crude magnets sintered, mainly used to make magnet ingots and magnet templates.
Magnetic Iron Ingot: Synthesized from magnet fragments, mainly used for the production of most magnet items.
Netherite Magnetic Iron Ingot: Synthesized from magnet ingots, mainly used for the crafting of higher-grade magnet items.
Magnet Powder: Made by sintering magnet ingots and used to refine attraction potions.
Magnetic Suspended Powder: Synthesized from iron particles and magnet fragments, used to synthesize maglev series blocks.
Demagnetized Powder: A synthetic residue of magnetic suspension powder, used to make degaussing templates.
Synthetic materials
Crafting Module: Synthesized from magnet ingots and magnet fragments to make magnets, different magnets require different synthesis modules.
Restore Module: Used to reduce the magnet to a magnet template and return the synthesis module.
Magnet Template: Mainly synthesized from magnet ingots, used to make magnets.
Filter Module: Used to synthesize with magnets, provide filtering functions for magnets, and open the filter interface as the original magnet switch mode.
Extraction Module: Consumable material for advanced grinding wheels.
Demagnetize Module: Used to synthesize a synthesis controller or demagnetizer.
Magnetic Sucker Core: Used to synthesize magnetic chuck cups.
Magnet
Polar Magnet: Only basic attraction drop function, range 25.
Electromagnet: In addition to the basic attraction function, it can also directly teleport nearby drops to the backpack, the teleportation cost is 1 durability/piece, durability 768, repair with ender pearl, attraction range 15, teleportation range 20.
Permanent Magnet: has all the functions of electromagnet, transmission does not consume durability, attraction range 35, transmission range 30.
Creature Magnet: Right-click mob can forcibly attract mobs, consuming 1 durability/stick every 30 seconds, and consuming durability at a shorter interval of 300 when multiple at the same time, repaired with golden apples, attraction range 30.
Mineral Magnet: The mineral stored during synthesis is empty, the magnet can be synthesized with ore products (such as coal, crude iron, crude gold, gold grains, diamonds and other ore default drops) to increase the search ability of a certain ore, when used to find minerals in the range of 20 * 20 * 20 centered on the player and automatically dig into the backpack, each use costs 5 levels of experience, and consumes different durability according to different minerals, while entering cooling, durability 576, repaired with emerald.
Magnet Controller: Control all the attraction functions of itself, can consume 1 point of durability to temporarily obtain 1 minute demagnetization effect, durability 100, repair with flint. Shortcut: Default R
Crop Magnet: Similar to the mineral magnet, find crops in the 30 * 30 * 30 range centered on the player, consume satiety per use, and consume durability according to the quantity, while going into cooling, durability 2048, repaired with golden carrots.
Portable Demagnetizer: Fits inside a backpack to prevent attraction from non-player entities within a certain range.
Adsorption Magnet: An upgraded version of the biological magnet, right-click to select the creature, sneak right-click to bind the adsorption target, if the target is a block, it will be automatically lifted when the block does not exist; If the target is a creature, it is permanently bound. When the binding is not selected or the target is the organism itself, the adsorption is released. If you encounter a situation where you can't sneak the right button to unabsorb it, you can bind the creature to the block and then dig out the block. Durable 320, repaired with magnet blocks.
Small Magnetic Sucker: Press and hold the block to use, charge for 2 seconds and then draw the block into the object, right-click to place the block again. Durable 100, repaired with magnet ingots.
Large Magnetic Sucker: Same as small magnetic cup, but with more settings and larger range. Durable 300, repaired with magnet blocks.
Function block
Lodestone: Attracts surrounding drops and stores them in its own block container, with Redstone Activation Mode and Persistence Mode, adjustable from 0-30.
Maglev Rail: Same as the original, but does not require block support, is permeable, but is impenetrable by default, and modifies the properties with a magnetic wrench.
More Maglev Series: Tie rods, buttons, doors, redstone repeaters, redstone comparators.
Demagnetizer: Activated with redstone, it is used to shield the attraction effect of all entities within range.
Attract Sensor: Used to detect whether there are attractive entities nearby, and output the distance of the nearest entity into a redstone signal.
Advanced Grindstone: In conjunction with the extraction module, one of the enchanted items can be extracted by yourself. After extraction, the item loses all enchantment, and if the item is full durability, it becomes 1 point of durability, otherwise it is directly destroyed.
Magnetic Pressure Plate: A pressure plate that only detects players/players riding mobs.
Vertical Redstone Replicators: Can detect above/below redstone signals and replicate below/above.
Circular Repeater: Similar to Redstone Repeater, it cycles the output signal when charged with a signal frequency of 1/4/10/20 ticks, respectively.
Electromagnetic Relay: When the redstone signal is input at the end and the side at the same time, the front end outputs the terminal redstone signal.
Magnetic Antenna: Can only be placed on a magnet block/nether magnet block/magnet, the magnet line activates when the base block is charged or when the base block is a magnet and there are items included. When activated, when the base is a magnet block, the first magnetic antenna facing itself within 15 blocks of the magnetic antenna direction receives the redstone energy of the activated magnetic antenna and transmits it to the base; When the base is a nether magnet block, the distance is 30 tiles, and all magnetic antennas within range receive redstone energy at the same time; When the base is a magnet, like the magnet block, the redstone energy outputs energy to the comparator. The brightness is 15 when activated and 8 when receiving.
Liquid: Magnetic fluid
Attraction effect: When the entity comes into contact with the magnetic fluid, the attraction effect is continuously obtained; When the entity is completely immersed in the magnetic fluid, the attraction effect increases by 1 second per second.
Repair function: If the player holds the magnet while immersing, there is a small probability of repairing the magnet and the probability of converting the magnetic fluid into water; If a magnet drop is immersed in a magnetic fluid, it is the same as the player, but the probability of repairing it is half that of the player, and the probability of converting the magnetic fluid to water is also half that of the player.
Deceleration effect: Any biological contact with magnetic fluid will be slowed down, and the closer to the source, the more obvious the deceleration effect.
How to get it: A pot containing magnetic fluid is generated by filling the pot with attraction pot, and when the attraction pot fills the pot, the magnetic fluid is taken out with an empty barrel, and vice versa.
Effect
Attract: Continuously attracts nearby drops, range 20+, the higher the level, the greater the range.
Degaussing: Prohibit the use of magnets with attraction effects by surrounding entities, range 15.
Unattract: Granted by an activated demagnetizer to prevent entity attraction.
Enchantment
Attract: Equipment automatically attracts nearby drops when holding this enchantment, and the attraction enchantment effect of all equipment is stacked, up to a maximum of 5.
Automatic Collection: The digging tool enchants the drop after digging directly into the backpack.
Automatic Looting: A weapon enchanted to place dropped objects after killing entities directly into the backpack.
Degaussing Protection: Breastplate enchantment to resist the unattractive effect of the demagnetizer.
Faster Cooldown: Magnet enchantment, each level of enchantment reduces the cooldown time when the magnet is used by 10%.
Magnetic Levitation: Boots enchanted, enable levitation (default shortcut left ALT) and hold down the jump key or enable auto-levitation (default shortcut right ALT) to continuously hang for a certain height, when levitation is enabled, boots consume durability at a fixed frequency, the higher the enchantment level, the higher the suspension height, immunity to the first fall damage after levitation, non-magnet boots rise slower, Nether magnet boots rise twice as fast.
Accumulator: Magnetic wrench-exclusive enchantment, up to level 5, each level increases the magnetic wrench's damage limit by 25%, that is, up to 2.25x damage, and can deal up to 3.375x damage with critical hits.
Equipment, Weapons & Tools
Magnetic Iron Equipment: The attributes are basically the same as the iron sleeve, and the four-piece set gives the effect: the attraction range is increased to 1.5 times.
Netherite Magnetic Iron Equipment: The properties are basically the same as the Nether Alloy Set, and the four-piece set gives the effect: the attraction range is increased to 2x.
Magnetic Iron Weapon/Tool: Slightly increases attack damage based on iron attributes.
Netherite Magnetic Iron Weapon/Tool: Slightly increases attack damage based on Nether alloy attributes.
Magnetic Iron Horse Armor: Slightly increases the value based on the Iron Horse Armor attribute and gives an attraction effect, range 5.
Magnetic Wrench: Used to change the permeability of maglev rails, right-click to modify a single rail, and sneak right-click to modify up to 15 connected rails of the same type in both directions. At the same time, it is also a pickaxe, the attribute is close to the magnet pickaxe, long press the right button to throw, the normal default damage is 4, the damage will be reduced if the charge time is too short, there is a 33% probability of critical hit, causing 1.5 times the damage. When the player or the wrench has an attraction effect, the thrown wrench automatically returns. Durable 512, repaired with magnet ingots.
Creature: Magnetic Iron Golem
Basic Attributes: Same as Iron Golem.
Build by:
- Same as the Iron Golem, summoned by the villagers with a 25% probability.
- Similar to the Iron Golem, the magnet block and the carved pumpkin/jack-o-lantern are summoned in the same position as the Iron Golem when summoned. If you replace the magnet block in the center with a magnet, the summoned magnetic golem has a self-attraction function.
Attraction function: Use the right-click magnetic puppet to give the magnetic puppet attraction function, and carry a 27-compartment backpack, right-click the magnetic puppet to open the backpack. Attraction distance 15, items will be placed in the backpack by the magnetic golem when they touch it.
HP Recovery Function: Use the right button of the magnet ingot to consume 1 magnet ingot to restore 25 HP. When you drop the magnet ingot to the ground and are attracted to the backpack by the magnetic golem, you will also automatically use the magnet ingot to return blood.
Drop items: 2-4 magnet fragments, 2-4 magnet ingots.
Introduction of Commands
Global black/white list
(Administrator privileges are required to use instructions, and you can add items to the Mod setting interface without cheating)
/magnet [blacklist/whitelist] [add/remove/clear/list/enable/disable] (add/remove)[item:Optional]
blacklist: Blacklist (Shortcuts: Default "-")
whitelist: Whitelist (Shortcuts: Default "=")
add: Add item to list
remove: Remove item from list
clear: Clear item list
list: Get item list
enable: Enable list
disable: Disable list
item: Item ID (optional, if not filled in, select the mainhand item)