Mod
Embers Rekindled
A Dwarven-themed Magic Mod. With bugfixes and additions.
Themed around heavy machinery, factories, and automation reminiscent of the Industrial Revolution.
Themed around magical elements, mythical creatures, and enchanted worlds, often inspired by fantasy literature and folklore.
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
Features machines that produce and store energy or resources.
Includes gameplay or mechanics related to brewing systems, potions, or the transmutation of matter.
Features a blend of magic and tech themes in a more Sci-Fi style, either in a "magic like tech" or "tech indistinguishable from magic" setting.
Introduces new weapons, which may add unique mechanics or abilities.
A modified or ported version of an existing mod.
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Description
Embers is best described as a dwarven magic tech mod. It features a smattering of magical and technical content, from staples such as ore doubling and item transport to alchemy and magical ray guns. All centered around the core mechanic of Ember, a form of power that you must extract from the world's core near bedrock.
To get started, you will first need to find an Ancient Golem:

Slay the golem, and use his drops to craft the Ancient Codex. This will guide you through the rest of the mod.
The 1.20.1 port is mostly a direct port of the 1.12.2 version but some things are significantly or subtly different. The Ancient Codex has been updated to reflect all the changes so make sure to make one even if you were already familiar with the mod.
Here is a list of most of the changes, check the Ancient Codex for more details:
- Linking emitters and receivers no longer requires shift-clicking and you click on the emitter first now
- All blocks that are not full blocks can be waterlogged
- Ember Receptors no longer say they accept ember if they're over half full, giving them plenty of buffer for long distance connections
- The mechanical core and machine accessor have been merged into one block
- The bin is now made of lead since it's related to item transport/storage
- The checkmarks in the codex have been replaced with a dawnstone dot on uncompleted entries
- The mixer centrifuge now has small holes on the side to show what fluids are inside
- Beam splitters no longer have an internal ember buffer, they directly split any ember fed into them and they can be placed on walls
- Stampers now stop working when they're trying to output to a bin that's full
- The pressure refinery now gives a maximum of 3x multiplication instead of 6x
- The ember bore now requires at least 3 bedrock touching the blades to mine ember
- The ember cluster is now worth 4400 ember instead of 3600
- Alchemy has been completely redesigned, you now have to match aspecti to ingredients and alchemical waste gives hints similar to the ones you get in the game mastermind
- The ember injector can now be placed up to one block away from a crystal seed to allow picking up drops with 6 injectors on one crystal
- Metal crystal seeds now generate in small ruins instead of being craftable, their metal type can be changed with an alchemy recipe
- Catalytic plugs now run on steam or dwarven gas, wildfire stirlings can run on dwarven gas too
- The limit on most machine upgrades has been removed and replaced with decreased effectiveness above a certain amount
- Machine upgrades can now be proxied up to 3 blocks away from a machine with mechanical cores, most upgrades lose effectiveness with distance
- The field chart can now be toggled between displaying the current ember and base ember instead of displaying both at the same time
- Atmospheric gauges can now be placed in the world and a comparator can read them
- Resistances from inflictor gems are now added up across all armor pieces
- Caminite rings now always place in the center even when you click on the edge of a reservoir or camanite ring
- The recipes for item and fluid transfers now produces 3 transfers instead of 1
- The question mark in the bottom left of the codex now glows to draw attention to it
- Ember production now generates 1/4th of the steam so boilers don't instantly explode on pressure refineries
- The beam cannon requires at least 1000 ember in it to fire, which is the minimum required to initate alchemy
- The cinder staff and blazing ray now allow you to walk at normal speed while charging, sprinting is still prevented
Contact
For discussion about the 1.20.1 version, head to RCXcrafter's Discord.
For discussion about the 1.12.2 version, head to BordListan's Discord.
Spotlights
The spotlights below are for the 1.12.2 version but most of the information in them still applies to the 1.20.1 port
There is now a (not fully completed) text guide, graciously provided by Alator.
Embers is best described as a dwarven magic tech mod. It features a smattering of magical and technical content, from staples such as ore doubling and item transport to alchemy and magical ray guns. All centered around the core mechanic of Ember, a form of power that you must extract from the world's core near bedrock.
To get started, you will first need to find an Ancient Golem:

Slay the golem, and use his drops to craft the Ancient Codex. This will guide you through the rest of the mod.
The 1.20.1 port is mostly a direct port of the 1.12.2 version but some things are significantly or subtly different. The Ancient Codex has been updated to reflect all the changes so make sure to make one even if you were already familiar with the mod.
Here is a list of most of the changes, check the Ancient Codex for more details:
- Linking emitters and receivers no longer requires shift-clicking and you click on the emitter first now
- All blocks that are not full blocks can be waterlogged
- Ember Receptors no longer say they accept ember if they're over half full, giving them plenty of buffer for long distance connections
- The mechanical core and machine accessor have been merged into one block
- The bin is now made of lead since it's related to item transport/storage
- The checkmarks in the codex have been replaced with a dawnstone dot on uncompleted entries
- The mixer centrifuge now has small holes on the side to show what fluids are inside
- Beam splitters no longer have an internal ember buffer, they directly split any ember fed into them and they can be placed on walls
- Stampers now stop working when they're trying to output to a bin that's full
- The pressure refinery now gives a maximum of 3x multiplication instead of 6x
- The ember bore now requires at least 3 bedrock touching the blades to mine ember
- The ember cluster is now worth 4400 ember instead of 3600
- Alchemy has been completely redesigned, you now have to match aspecti to ingredients and alchemical waste gives hints similar to the ones you get in the game mastermind
- The ember injector can now be placed up to one block away from a crystal seed to allow picking up drops with 6 injectors on one crystal
- Metal crystal seeds now generate in small ruins instead of being craftable, their metal type can be changed with an alchemy recipe
- Catalytic plugs now run on steam or dwarven gas, wildfire stirlings can run on dwarven gas too
- The limit on most machine upgrades has been removed and replaced with decreased effectiveness above a certain amount
- Machine upgrades can now be proxied up to 3 blocks away from a machine with mechanical cores, most upgrades lose effectiveness with distance
- The field chart can now be toggled between displaying the current ember and base ember instead of displaying both at the same time
- Atmospheric gauges can now be placed in the world and a comparator can read them
- Resistances from inflictor gems are now added up across all armor pieces
- Caminite rings now always place in the center even when you click on the edge of a reservoir or camanite ring
- The recipes for item and fluid transfers now produces 3 transfers instead of 1
- The question mark in the bottom left of the codex now glows to draw attention to it
- Ember production now generates 1/4th of the steam so boilers don't instantly explode on pressure refineries
- The beam cannon requires at least 1000 ember in it to fire, which is the minimum required to initate alchemy
- The cinder staff and blazing ray now allow you to walk at normal speed while charging, sprinting is still prevented
Credits:
RCXcrafter: Current Maintainer
BordListian: Maintainer for 1.12.2
Elucent: Original author
TechnoMysterio & KomradeSpectre: Sounds
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