Embers Rekindled
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Rank 112 among mods

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Embers Rekindled

By RCXcrafterOwner
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1 rating (33%) · 4.0★
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2 ratings (67%) · 5.0★
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1 review (100%) · 4.0★
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1 review (100%) · 5.0★
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1 review (100%) · 5.0★
0.5★ 5★

A Dwarven-themed Magic Mod. With bugfixes and additions.

Industrial
Fantasy
Tech
Magic
Energy & Resource Systems
Alchemy & Potions
Magitech
Custom Weapons
Mod Fork/Port
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Forge
NeoForge
Minecraft

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4.0
KxttyKxt

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Total 20 hrs MC 1.12
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

it's worth noting that most of my experience with Embers Rekindled is in the context of the Roguelike Adventures and Dungeons modpack. this is basically that modpack's token tech-that-isn't-tech mod, so to speak. it blends well with exploration, offering structures and enemies that integrate well into the world with organic encounters that pique the user's interest.

Embers Rekindled (and, I suppose, Embers) has a lore-heavy guidebook that gives a lot of hints as to how to progress, but therein lies the problem: it more or less offers only hints. as someone already not good with tech, this made it hard to follow. the realizations I would make after toying with positioning things and placing receptors and figuring things out were--in my case--not enough to outweigh the confusion.

all-in-all, it does a really good job at being tech that isn't tech. but it's still tech, and it's very complicated tech at that.

1
0
Posted August 18, 2026 at 11:21:08 PM UTC
4.0
KxttyKxt

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Total 20 hrs MC 1.12
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

it's worth noting that most of my experience with Embers Rekindled is in the context of the Roguelike Adventures and Dungeons modpack. this is basically that modpack's token tech-that-isn't-tech mod, so to speak. it blends well with exploration, offering structures and enemies that integrate well into the world with organic encounters that pique the user's interest.

Embers Rekindled (and, I suppose, Embers) has a lore-heavy guidebook that gives a lot of hints as to how to progress, but therein lies the problem: it more or less offers only hints. as someone already not good with tech, this made it hard to follow. the realizations I would make after toying with positioning things and placing receptors and figuring things out were--in my case--not enough to outweigh the confusion.

all-in-all, it does a really good job at being tech that isn't tech. but it's still tech, and it's very complicated tech at that.

1
0
Posted August 18, 2026 at 11:21:08 PM UTC
4.0
KxttyKxt

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted August 18, 2026 at 11:21:08 PM UTC
Total 20 hrs MC 1.12
The version(s) the reviewer played
1
0

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Supported Environments

Where It Runs
Client and Server

Must be installed on both the client and the server.

About

Project Details

Type
Mod
License
MIT License
Latest Version
embersrekindled-1.20.1-1.4.7.jar

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Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

About

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:

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:

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

Screenshots

Gallery

  • Gear
    Gear
  • Small Ruin
    Small Ruin
  • Alchemy Setup
    Alchemy Setup
  • Ore Processing Setup
    Ore Processing Setup
  • Ingame Documentation
    Ingame Documentation
  • Ember Generation
    Ember Generation
  • Ember Generation
    Ember Generation
  • Ingame Documentation
    Ingame Documentation
  • Ore Processing Setup
    Ore Processing Setup
  • Alchemy Setup
    Alchemy Setup
  • Small Ruin
    Small Ruin
  • Gear
    Gear

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