This is the online version of the HexIntent documentation.

This page is built from the latest code on GitHub. It may describe newer features that you may not necessarily have, even on the latest Modrinth/CurseForge version!

Entries which are blurred are spoilers. Click to reveal them, but be aware that they may spoil endgame progression. Alternatively, click here to get a version with all spoilers showing.

Hex Notebook

I seem to have discovered a new method of magical arts, in which one draws patterns strange and wild onto a hexagonal grid. It fascinates me. I've decided to start a journal of my thoughts and findings.

Forum Link

I devote this section to the magical and mysterious items I might encounter in my studies.

Mind VaultMind Vault

Spotlight inventory slot Mind Vault

The Mind Vault lets you flay villagers body and mind into the vault, storing it for later use. The true innovation is that by consuming the essence of the villager, it allows you to reuse their mind over and over, with a cooldown between uses. The downside is that one vault can only store one type of villager mind, at that level.


It's set by the first villager you store, so choose wisely.

Takes a villager entity and a vector location of the mind vault. Flaying the villager into the vault stores their mind and locks the vault to that type and level of villager.


Mind Vault Counts (vec → [num, num])

Your browser does not support visualizing patterns. Pattern code: qqawddad

Takes a vector of a mind vault location and returns [ready, total], where ready is the number of stored minds not on cooldown and total is the number of stored minds in the vault.


Hex ReliquaryHex Reliquary

Spotlight inventory slot Hex Reliquary

The Hex Reliquary copies the contents of a focus into itself, in one of five slots, it'll also copy the contents back to an empty focus. It'll use the focus's name as a slot label.


Right click the reliquary with a focus to copy to it, and with an empty to copy from it. An empty hand will rotate the slots. Use a scrying lens to see what slot is selected and the name.


Splinter CasterContained Splinter

Spotlight inventory slot Splinter Caster

A contained splinter is a fragile sliver of will anchored to a physical box. It can hold a focus and will cast this focus through the contained splinter.


Place the Splinter Caster in a spell circle and provide a focus by right clicking it with a focus in hand. It will Will capture the spell circle wave until execution has finished. A redstone pulse to the caster will forcibly release the circle wave.


Equation SynthesizerEquation Synthesizer

Spotlight inventory slot Equation Synthesizer

The Equation Synthesizer writes an Equation Particle iota directly into a held focus. Use it when you want large particle effects.


Insert a focus, open the synthesizer UI, and define x/y/z expressions with ranges and point count. Configure color mode (fixed, gradient, or expression), then click write to write the equation into the focus. You must right click the synthesizer first with a focus to insert, then with a non-empty hand to open the UI. Click with an empty hand to remove the focus.


Use that stored iota with Equation Hex Cloud to render the particles.

Reusing the same cloud id updates the existing channel for smoother continuous animation during loops and quines.

You can also use the optional time variable in your equations to make the shape itself animate over time.


Memory CrystalMemory Crystal

Spotlight inventory slot Memory Crystal

Memory Crystals are funny little things. They have their own unique identifier and can store patterns within them.

I've found that you can jam these things into other magical items, keeping their properties. Although jamming two into one item often cracks the first.


I've found that you can jam these things into other magical items adding a form of persistent memory to them. Although jamming two into one item often cracks the first.


Click to show recipes Click to hide recipes
Memory Crystal
Crafting Table
Charged Amethyst
Charged Amethyst
Focus
Charged Amethyst
Charged Amethyst
Memory Crystal

Forged from a focus and charged crystals. Makes sense given their properties.


Memory Reflection (none → memory)

Your browser does not support visualizing patterns. Pattern code: qwawqwaqw

Returns the held or embedded Memory Crystal's unique memory identifier. Favours the off-hand first.


Replay Memory (memory → [pattern] | null)

Your browser does not support visualizing patterns. Pattern code: qwawqwaa

Returns the stored memory pattern (or null if none) from a held or embedded Memory Crystal. Takes a Memory Iota from Memory Reflection. Favours the off-hand first.


Store Memory (memory, any → none)

Your browser does not support visualizing patterns. Pattern code: qwawqwaqa

Stores the top of the stack in a held or embedded Memory Crystal's memory. Takes a Memory Iota from Memory Reflection. Favours the off-hand first.


Patterns and actions that perform a magical effect on the world.

End Portal FrameManifest Threshold

Thresholds are about anchoring one location with the intent to be at another. Creating a threshold between the two places. With a strong enough intent, I can even bridge across dimensions. I wonder if I can create a frame that permanently holds a threshold in place indefinitely? I'm inspired by Nether Portals and my Deepslate.


Manifest Threshold (vec, presence, num, text?, pigment? → none)

Your browser does not support visualizing patterns. Pattern code: edqqdeew


Takes a vector, a Prescence intent, media allocation and an optional string label and pigment. Opens a portal bridging two locations together.Cost: 2 dust per second. 35 Charged Crystal on frame.


Presence Intent (vec, vec → presenceIntent)

Your browser does not support visualizing patterns. Pattern code: edewqaqdeeeweee

Takes a location and a directional vector and creates an intent. Used with manifest threshold.Cost: 35 amethyst.


Raze Manifestation (vec, num → none)

Your browser does not support visualizing patterns. Pattern code: edeeedwwaq

Takes an origin vector and a radius, destroys manifestations (portals and relays) in that area. Based on permissions.


block.manifestation.intent_circle/intent_circleManifest Relay


Optionally you can specify a power up to 15 as the final argument to emit a redstone signal when the relay is activated.
Activating that relay will proxy the caster's interaction to the target as if they were interacting with it themselves.

Be aware that some things require the presence of a person to work fully, so the dream of opening chests from across the world will have to stay a dream.


Raze Manifestation (vec, num → none)

Your browser does not support visualizing patterns. Pattern code: edeeedwwaq

Takes an origin vector and a radius, destroys manifestations (portals and relays) in that area. Based on permissions.


Takes an origin vector and a radius, destroys manifestations (portals and relays) in that area. Based on permissions.


Equation SynthesizerVisual Manifestation

Equation Hex Cloud (vec|entity, equation, num → none)

Your browser does not support visualizing patterns. Pattern code: qaqeaddwe

Creates large particle effects from an Equation Particle iota to avoid large vector lists. The Iota can be created using an Equation Synthesizer block. Uses an ID to keep positional state like Hex Trail.


Inputs:
target: vector where the point cloud is created,
OR
anchor: entity center to follow,
OR
anchor + offset: entity center plus offset vector.
equation: Equation Particle iota that defines point layout and colour behavior.
id: numeric cloud id.


Using the same id smoothly moves the cloud between positions.


Hex Trail (vec, vec, vec, num, num, num? → none)

Your browser does not support visualizing patterns. Pattern code: qaqead


Hex Trail creates a particle trail as it moves. By using the same ID across casts you can create a continuous trail that moves smoothy between positions.


The positions have to be within 10 blocks of each other for the trail to smoothy move between them, otherwise it will snap to the new position. You also specify two colours for the trail to cycle between and a duration in ticks for the colour transition. There are a variety of particle types to choose from, some new and some from vanilla Minecraft. Not all particles can be tinted. The ID allows you to have multiple trails active and make sure they all animate independently.


Inputs:
position: vector for the particle to appear at or move to.
color from: RGB vector (0..1) at the start of the color cycle.
color to: RGB vector (0..1) at the end of the color cycle.
duration: time in ticks it takes for the colour to transition
id: trail identifier. This is what's used to look up the last position and animate between the position.
type?: optional particle style as a number (default 0).


Types:
0 dust ribbon
1 sparks
2 trail
3 pulse beads
4 end rod
5 witch plume
6 enchant flecks
7 soul flame beadss
8 solid beams
9 ring lattices
10 lightning arcs
11 hex conjure ribbons
12 hex conjure sparkss
13 hex conjure trails
14 dual-helix.


Manifest Spell Circle ([pattern], vec, vec, num, num?, vec? → none)

Your browser does not support visualizing patterns. Pattern code: qqqqqeawqwqwqwqwqw


Projects a solid spell circle into the world displaying a pattern for a duration before disintegrating.Cost: 1/500 dust.



Inputs:
patterns: non-empty list of patterns to embed around the ring (max 48).
origin: vector for circle center.
facing: vector used as the circle plane.

duration: lifetime in ticks (1..1200).

size?: optional number 1..6 (default 3).


Amethyst DustSplinters

In trying to recreate Greater Sentinel, I first hypothosised that strong intent was the key. Instead I split away unstable slivers of my own will that whilst a shadow of myself, could indeptendently cast, whilst taking the cost from myself. Fascinating. They would often collapse after one cast but I did observe some splinters renewing themselves perpetually, fascinating.


A splinter only has 16 ambit around itself. If it mishaps, it simply collapses rather than rebounding on to myself.


Manifest Splinter (vec, num, list → none)

Your browser does not support visualizing patterns. Pattern code: dedade

Creates a splinter at a position, with a delay and a list of patterns to cast. The splinter casts the payload as if it were the caster, then collapses. The splinter's location is only visible to its creator.



Position: vector to summon at.
delay: time in ticks before cast.
list of patterns: list of patterns to be cast.

Cost: 5 dust x (active splinters + 1).


Renew Splinter (vec, num → none)

Your browser does not support visualizing patterns. Pattern code: dedaded

Only castable by a splinter. Renews the current splinter, with the same pattern. Preserves the Ravenmind between splinters.


Inputs:
position: vector to summon at.
delay: time in ticks before cast.

Cost: replacing at the same position is free but moving to a new position costs 0.5 dust.


Get Splinter Location (→ vec)

Your browser does not support visualizing patterns. Pattern code: dedadeeweewewewee

Only castable by a splinter. Returns the current vector of the splinter. Useful for self-renewal.


Destroy Splinters (→ none)

Your browser does not support visualizing patterns. Pattern code: dedadeaqaww

Dismisses all splinters you have active.


CypherCharming Intent

Sometimes I just want to add a little flair to my charmed items, and with this, I finally can. I can now set the sound a charmed item makes when it casts!


Set Charm Cast Sound (string | text | null, item entity? → none)

Your browser does not support visualizing patterns. Pattern code: wedwwdwee


Changes the sound a charmed item makes when casting.

Top of stack is string, text, or null.Cost: 10 dust.


Use string sound id (namespace:path) to change the charm in the offhand to that sound, or null to mute.

Optionally you can pass a charmed item entity at the top of the stack to change that instead.


Exit If Interacting (none → none)

Your browser does not support visualizing patterns. Pattern code: qaqqqqe

Exits a hex if caster uses something interactable. Useful for charmed items that use righ-click.


Open Casting Screen (none → none)

Your browser does not support visualizing patterns. Pattern code: aqaeawqqwqwqqw

Opens the spell grid and must be cast by a person.


Clear Stack (none → none)

Your browser does not support visualizing patterns. Pattern code: aqaeawqqwa

Clears the caster's persisted staff stack (the shift, right-click stack). Must be cast by a person.