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tetra

tetra

Mod

Modular tools, weapons and equipment. Exploration and ancient technology.

Client and server AdventureEquipmentGame MechanicsWorld Generation

138.6k downloads
264 followers
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tetra 6.5.0

by mickelus on Nov 23, 2024
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Changes:

  • nerfed amethyst sockets

Fixes:

  • hopefully fixed null issues with the forged container
  • fixed scrolls not dropping when broken by water
  • fixed save/world screen crash when some other mods are present
  • fixed gild scroll advancement not triggering
  • fixed holosphere concussion scanning triggering incorrect advancements
  • fixed issue where tetra items could be merged in a grindstone

Technical changes:

  • added datadriven item effects
  • added datadriven stat sorters
  • added datadriven statbars

tetra 6.4.0

by mickelus on Jul 18, 2024
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Changes:

  • added chinese translation (cred: Haiyanbaka)

Fixes:

  • fixed reaching effect tooltips displaying lower values than what was actually used
  • ruins can now spawn in modded mountaineous biomes
  • fixed thrown bucklers covering the screen
  • fixed "open toolbelt" ignoring modifiers?
  • fixed quality improvement not applying the appropriate stats

Technical changes:

  • added tool action ingredient
  • stopped handheld tetra items from being consumed when used in regular crafting (also gains honing progression and takes durability damage)
  • the tetra command can now be run directly on items that can be converted into a tetra item

New features:

  • sickles with silk touch will now ignore crops that are no fully grown, and replant harvested crops

Changes:

  • jab now swings even if it misses a target (and triggers cooldown, and some other effects)
  • reduced efficiency and speed for sickles
  • reduced efficiency for machete
  • re-added cherry wood, but for vanilla cherry

Fixes:

  • fixed sickles not breaking crops
  • fixed holosphere map not rendering properly
  • fixed extractor module advancement not triggering
  • added missing localization for pristine amethyst

Technical changes:

  • made it possible to define new types of modular items through data

tetra 6.2.0

by mickelus on Feb 10, 2024
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Changes:

  • replaced all pristine gem textures (cred: rappenem)
  • added pristine amethyst, found in tetra geodes
  • reworked workbench visuals
  • added aspect info to module details view
  • changed sweeping strike drain: now drains 0.5 at a minimum rather than adding 0.5 to drain for each block
  • efficiency honing for stonecutters to start out stronger (still hits 15 at rank V)
  • the cobblestone material should now better match modded cobblestone

Fixes:

  • fixed sweeping strike not alternating direction without truesweep
  • fixed how reaching affects sweeping strike to align with tooltip (reduced the entire drain, not just drain from block hardness)
  • added expanded tooltips for medial, lateral and axial limiters to explain what that actually means
  • fixed spearheads accepting tool enchantments
  • fixed looted stonecutter not being repairable with scrap
  • clicking outside the holosphere filter button now blurs the input
  • fixed holosphere material icons rendering in front of text (again?!)
  • fixed typo in spearhead serrate hone schematics

Technical changes:

  • added ModularLooseProjectilesEvent, fired before bow spawns projectiles
  • added ModularProjectileSpawnEvent, fired for each projectile spawned by bows
  • renamed all aspects from camelCase to snake_case
  • moved chthonic extractor hammering config option to feature flag
  • put multislot schematics in a working state
  • moved some localization entries
  • fixed multislot modules defaulting texture namespaces back to tetra
  • fixed source information merging in the wrong direction
  • fixed schematic module requirement not matching the material field
  • fixed long and recurve bow not picking up improvements from their respective improvement folder
  • added schematic requirement that's always false
  • added feature flag system, with schematic support
  • removed a bunch of old, unused config options
  • fixed materials not transferring aspect data to modules
  • tool action icons are now datadriven
  • rearranged minor module glyphs
  • moved stat indicators to glyph sheet, resized to 8px
  • split several aspects, changed aspects for lots of modules
  • added rarity field to module data

Changes:

  • added source display in the schematic gui

Fixes:

  • fixed incorrect dependency on mutil

tetra 6.1.0

by mickelus on Nov 10, 2023
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Fixes:

  • added missing localization for extractor limiter tweaks
  • fixed placed holosphere missing block name for mods that display that
  • added core extractor pipe to creative inventory

Technical changes:

  • added nbt outcome for crafting effects
  • added module requirement for crafting effects
  • added crafting effect outcome for conditionally choosing between sets of outcomes

6.0.0

by mickelus on Oct 29, 2023
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Changes:

  • updated to 1.20.1
  • move most mod compat into a separate mod
  • pristine sockets can now be repaired using regular gems (with increased xp cost)
  • tweaked hardness for most fibre materials
  • most modules that cost experience to craft now cost experience to repair (in addition to possible magic instability costs)
  • bleeding now bypasses armor and iframes
  • added source display in the schematic gui
  • tweaked creative tabs

Fixes:

  • added missing localization for rod materials
  • fixed incorrect armor pen for tempered heavy blades
  • fixed several issues relating to the holosphere sorting button
  • tweaked serrate tooltip
  • fixed modules settling not updating integrity until cache reset
  • fixed crafted toolbelt having the wrong strap variant
  • the tooltip for replacing the next module in the repair cycle no longer shows when the item has full durability (matches the underlying behavior)
  • fixed rack advancement not working
  • added missing localization for the holosphere block
  • fixed tops of shafts and rooms in ancient ruins ending abruptly

Technical changes:

  • cheesed in module dependent tags
  • improved logging for faulty replacement data
  • added datadriven block predicates for determining unlocks
  • module textures now need to be placed within textures/item/[modules] (rather than textures/items/[modules])
  • expect significant technical changes moving forward, if you make modpacks or addons and want to be kept in the loop please send me a DM

tetra 5.5.1

by mickelus on Sep 10, 2023
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Fixes:

  • fixed faulty and missing localization entries for ancient schematic content

Changes:

  • tweaked rack inventory model

Fixes:

  • fixed sculk taint actual chance being off by two decimal points, tweaked sculk taint proc chances
  • fixed ruins not generating in modded cold biomes

tetra 5.4.0

by mickelus on Jul 31, 2023
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New features:

  • added command for modifying modular items
  • implemented the ancient stonecutter schematic

Changes:

  • added advancements for ancient schematic content
  • made forge hammer rooms more common and sculk rooms less common
  • removed temporary hammer tier bonus from obsidian and netherite hammer heads (should have been removed when the ruins were reintroduced)
  • sword binding tweaks now affects tool efficiency

Fixes:

  • fixed "required maintenance" advancement not triggering
  • greatly increased despawn timer for thrown items
  • removed ruin loot recipes
  • fixed data reload not clearing model caches
  • fixed striking effect indicator label not being localized
  • fixed thermal cell advancement triggering for other items
  • fixed "seconds between swings" value being based on harvest speed modifier rather than swing speed
  • fixed incorrect tooltip for overpower defensive modifier

Technical changes:

  • added support for perspective-specific module models
  • added improvement crafting effect requirement
  • fixed tmdev command not working after reload

Fixes:

  • fixed botania mana repair
  • hammering a holosphere now plays a different sound when swinging too fast
  • fixed hammering a holosphere not progressing or damaging the hammer
  • fixed howling effect overlay being incredibly laggy
  • fixed long gone advancement triggering incorrectly

Technical changes:

  • added enchanting outcome for crafting effects
  • added schematic requirement for crafting effects
  • changed crafting effect requirements to work the same way as schematic requirements (chaining and/or/not objects instead of an array for the field)

New features:

  • The holosphere can now be placed on the ground
    • placed with shift+rmb
    • can be right clicked to open holosphere UI
    • enabled holosphere lookup when near a workbench
  • added percussion scanner module for the holosphere
    • allow scan mode to be toggled for placed holospheres
    • right clicking a holosphere in scan mode with a hammer scans nearby chunks for ruins
    • chunks with ruins are indicated with a red/orange beam
  • apprentice cartographers can now sell maps to the ancient ruins

Changes:

  • tweaked keybind UI elements
  • changed notification sounds when items settle and when honing becomes available

Fixes:

  • diamond sockets now also improve hammer efficiency
  • fixed "Thermal Transfer" advancement not triggering
  • fixed shield model console warnings
  • fixed sweeper not working on some resolution/fov combinations
  • holosphere improvement schematics no longer show when the holosphere already has the improvement
  • fixed Long Gone, Restored Machinery, Combustion Power-up and Magmatic Press Channel advancements not triggering
  • fixed multiblock schematic creative logspam
  • fixed good quality modifier making items able to perform actions they shouldn't
  • fixed missing and faulty decoration in ruin worldgen
  • fixed ruined schematics sometimes working without repairs
  • fixed banners not rendering on heater shields
  • fixed stonecutter accepting unapplicable improvements

Technical changes:

  • added data merging functionality for module variants
  • added per-model render layering sorting
  • added secondary interaction system

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