Моды/AspectsLib
AspectsLib

AspectsLib

Library mod that adds data-driven Aspects from Thaumcraft, allowing to attach Aspects to entities and create unique interactions between them.

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AspectsLib (1.1.7)

release27 октября 2025 г.
  • Fixed Corruption affecting biomes globally, now it's localized by chunks (Pull Request #10 by Leclowndu93150)

AspectsLib (1.1.6)

release27 октября 2025 г.

I'm excited to announce a complete ground-up rewrite of AspectsLib's core systems! This update represents the most significant changes since the mod's inception, with entirely new implementations of the Aether, Corruption, and Aspects systems.

Aspects System

What's New

The aspects system has been completely redesigned with a more flexible and performant architecture:

Universal Aspect Assignment:

  • Single Data Pack Format for items, blocks, entities, and biomes
  • Tag Support for all assignment types
  • Dynamic Registry with proper dependency management
  • NBT Persistence across saves

New Data Pack Structure:

// data/yourmod/aspect_assignments/your_aspects.json
[
  {
    "item": "minecraft:diamond",
    "aspects": {
      "aspectslib:terra": 10,
      "aspectslib:vitreus": 5
    }
  },
  {
    "item_tag": "#minecraft:logs",
    "aspects": {
      "aspectslib:arbor": 3
    }
  },
  {
    "biome": "minecraft:forest",
    "aspects": {
      "aspectslib:arbor": 8,
      "aspectslib:herba": 6
    }
  }
]

API Usage Examples:

// Get aspects from any object
AspectData itemAspects = AspectsAPI.getAspectData(itemStack);
AspectData blockAspects = AspectsAPI.getBlockAspectData(blockId);
AspectData entityAspects = AspectsAPI.getEntityAspectData(entityId);
AspectData biomeAspects = AspectsAPI.getBiomeAspectData(biomeId);

// Register aspects programmatically
AspectsAPI.registerItemAspect(Items.DIAMOND, AspectsLib.identifier("terra"), 10);
AspectsAPI.registerBiomeAspect(Biomes.FOREST, AspectsLib.identifier("arbor"), 8);

// Create custom aspect data
AspectData.Builder builder = AspectsAPI.createAspectDataBuilder();
builder.add(AspectsLib.identifier("ignis"), 5);
builder.add(AspectsLib.identifier("aqua"), 3);
AspectData customData = builder.build();

Resonance System:

  • Aspect Interactions: Define amplifying or opposing relationships
  • Dynamic Calculations: Automatic RU (Resonance Unit) calculations
  • Data Pack Configurable: Easy to extend with custom interactions
// data/yourmod/resonance/fire_water.json
{
  "aspect1": "aspectslib:ignis",
  "aspect2": "aspectslib:aqua", 
  "type": "opposing",
  "factor": 2.0
}

Aether System

What is the Aether?

The Aether is a dimensional resource system that represents the ambient "mana" in chunks. It's automatically generated from biome aspects and can be harvested.

Key Features

Dimension-Based Configuration:

// data/yourmod/aether_config/overworld.json
{
  "recoveryRate": 1.5,
  "permanentDeadZoneThreshold": 15000,
  "temporaryDeadZoneRecoveryThreshold": 0.2,
  "chunkVolume": 65536
}

Automatic Aether Generation:

  • Aether is generated from biome aspects in each chunk
  • Dead Zones can form when Aether is over-harvested
  • Automatic Recovery happens over time
  • Permanent vs Temporary dead zones with different behaviors

API Usage Examples:

// Check if a spell can be cast
AspectData spellCost = new AspectData.Builder()
    .set(AspectsLib.identifier("ignis"), 5)
    .set(AspectsLib.identifier("vitreus"), 3)
    .build();

if (AetherAPI.canCastSpell(world, player.getBlockPos(), spellCost)) {
    // Cast the spell
    boolean success = AetherAPI.castSpell(world, player.getBlockPos(), spellCost);
}

// Monitor Aether levels
int currentAether = AetherAPI.getAetherLevel(world, pos, AspectsLib.identifier("ignis"));
int capacity = AetherAPI.getAetherCapacity(world, pos, AspectsLib.identifier("ignis"));
double percentage = AetherAPI.getAetherPercentage(world, pos, AspectsLib.identifier("ignis"));

// Manage dead zones
if (AetherAPI.isDeadZone(world, pos)) {
    if (AetherAPI.isPermanentDeadZone(world, pos)) {
        // Permanent wasteland
    } else {
        // Temporary dead zone that can recover
        AetherAPI.forceRecovery(world, pos); // Admin command to force recovery
    }
}

Corruption System

The corruption system now provides meaningful world progression with tangible effects:

Corruption States:

  • Pure (0): No Vitium present
  • Tainted (1): Vitium present but not dominant
  • Corrupted (2): Vitium dominates other aspects
  • Regenerating: Recovering from corruption

Progressive Effects:

  1. Aspect Consumption: Vitium consumes other aspects over time
  2. Sculk Spreading: Automatic sculk growth in corrupted areas
  3. Aether Depletion: Corruption can drain Aether
  4. Dead Zone Creation: Extreme corruption creates Dead Zones

API Usage Examples:

// Check corruption state
int corruptionState = CorruptionAPI.getBiomeCorruptionState(biomeId);
boolean isCorrupted = CorruptionAPI.isBiomeCorrupted(biomeId);
boolean isTainted = CorruptionAPI.isBiomeTainted(biomeId);
boolean isPure = CorruptionAPI.isBiomePure(biomeId);

// Get Vitium levels
int vitiumAmount = CorruptionAPI.getVitiumAmount(biomeId);

// Manipulate corruption
CorruptionAPI.forceCorruption(biomeId, 50); // Add 50 Vitium
CorruptionAPI.purifyBiome(biomeId); // Remove all Vitium

// Access corruption tracking data
CorruptionChunkData chunkData = CorruptionAPI.getChunkData(serverWorld, chunkPos);
Collection<CorruptionChunkData> allTracked = CorruptionAPI.getTrackedChunks(serverWorld);

Recipe Aspect Calculation

The new recipe system automatically calculates aspects for crafted items based on their ingredients.

Configuration:

// config/aspectslib/recipe_aspects.json
{
  "enabled": true,
  "craftingLoss": 0.8,
  "smeltingLoss": 0.9,
  "smithingLoss": 0.95,
  "stonecuttingLoss": 1.0,
  "maxDepth": 20,
  "parallelThreads": 4
}

Commands:

  • /aspectslib recipe recalculate - Force recalculation
  • /aspectslib recipe enable [true|false] - Toggle system

Developer APIs & Integration

Aspect Management:

// Full aspect lifecycle management
Optional<Aspect> aspect = AspectsAPI.getAspect(new Identifier("aspectslib:terra"));
Map<Identifier, Aspect> allAspects = AspectsAPI.getAllAspects();

// Dynamic aspect manipulation
AspectsAPI.addAspect(itemStack, AspectsLib.identifier("ignis"), 5);
AspectsAPI.setAspectData(itemStack, customAspectData);

Tooltip System:

// Custom tooltip visibility conditions
AspectsTooltipConfig.addVisibilityCondition((stack, player) -> {
    return player != null && player.isSneaking();
});

// Aura node visibility
AspectsAPI.addAuraNodeVisibilityCondition((player, hasAspects) -> {
    return player.hasPermissionLevel(2) || hasAspects;
});

Breaking Changes & Migration

Migration Guide:

  • Update data packs to use new aspect_assignments format
  • Update API calls to use new AspectsAPI class
  • Convert aspect definitions to new JSON format
  • Update dimension configs to use aether_config format

AspectsLib (1.1.5)

release23 сентября 2025 г.
  • Added proper rendering to the Aura Node entity (Pull Request #3 by Favouriteless
  • Gave Aura Nodes conditional transparency based on a condition similar to how aspects are shown on tooltips. I modifed the rendering code to make it transparent by default and only show fully when a condition is met. The Aura Node visibility should be completely configurable by other mods using the API now, with no default condition.

Usage Example for Other Mods

Other mods using your library would need to add their own visibility conditions:

// In another mod's client initialization
AspectsAPI.addAuraNodeVisibilityCondition((player, hasAspects) -> {
    // Example: Show nodes when player has a specific item
    return player.getMainHandStack().isOf(Items.NETHER_STAR);
});

// Or example: Show nodes when player is in creative mode
AspectsAPI.addAuraNodeVisibilityCondition((player, hasAspects) -> {
    return player.isCreative();
});

// Or example: Show nodes when player has a specific effect
AspectsAPI.addAuraNodeVisibilityCondition((player, hasAspects) -> {
    return player.hasStatusEffect(StatusEffects.NIGHT_VISION);
});

Default Behavior Now

  • By default: Aura nodes are semi-transparent (20% opacity) because no conditions are met
  • When conditions are added via API: Nodes become fully visible (100% opacity) when any condition returns true
  • Completely pluggable: No built-in logic - entirely driven by API consumers

This makes the library modular and allows each mod that uses it to define its own conditions for when Aura Nodes should be visible.

AspectsLib (1.1.4)

release18 сентября 2025 г.
  • Fixed critical entrypoint stage main crash upon initializing game
  • Removed Vitium hard coding in Corruption Manager
  • Added new aspectslib:aether_density report command with 3 sub-commands report, list, corrupt

AspectsLib (1.1.3)

release5 сентября 2025 г.
  • Fixed Aether Densities not loading properly from data packs. (Pull Request #2 by Leclowndu93150)
  • Updated Sculk spread when Vitium is the dominant aspect

Совместимость

Minecraft: Java Edition

1.20.1

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Клиент и сервер

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Лицензия:MIT
Опубликован:3 месяца назад
Обновлён:3 дня назад
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