Roots 4

Roots 4

Pyre

Pyres are available in multiple versions:

  • Default pyre provides 15 light when lit, unless a ritual (such as Frost Lands) specifically disables light production
  • Soul pyre provides 2 light when lit, unless a ritual (such as Frost Lands) specifically disables light production

Of these two versions, "reinforced" variants (which are blast resistant as well as wither-immune and ender dragon-immune) can be crafted.

Additionally, "display" or "decorative" variants can also be crafted.

Rituals are performed by adding the relevant items to a pyre and then lighting it.

Pyres can be lit using Flint & Steel or Fire Starters. Items can be added to a pyre simply by right-clicking it. Items can be removed (in order) by right-clicking with an empty hand.

Sneaking while right-clicking with an empty hand will attempt to fill the pyre with ingredients from your inventory matching the previous ritual (or craft). If you do not have the requisite ingredients, nothing will happen. In creative mode, the pyre is always refilled regardless.

If a pyre has previously performed a ritual (or craft), it will attempt to refill its inventory according to that recipe from any container directly below the pyre.

If a pyre has ingredients to start the previous ritual (or craft) once the current one ends, it will automatically re-light itself and begin anew.

Please use Just Enough Items to view the item requirements for pyres.

Some rituals require specific conditions. Again, these can be viewed in Just Enough Items. They vary from pillars (a specific number of runestone or runed obsidian with chiseled runestone (or runed obsidian) above) to specific blocks, such as a source of water or a mature crop.

Status:

  • Decorative pyres do not currently display particles
  • Soul pyre particles are the incorrect colour

Properties

Ritual properties are defined by NeoForge data maps. You can view the default ritual properties in the Roots 4 source code. To modify these properties, please check out the "Developer Information" section.

Animal Harvest

This ritual randomly generates drops for eligible creatures without harming them. By default, these are the entities included in the roots:animal_harvest_entities tag.

Status: functional but missing visuals.

Blooming

This ritual randomly generates and plants flowers based on the roots:ritual/blooming/eligible_flowers tag.

By placing ritual pedestals nearby, any item on them that is also contained within the roots:ritual/blooming/eligible_pedestal_flowers will be generated instead.

Status: functional but missing visuals.

Crafting

This default ritual is performed whenever a pyre recipe is activated which does not have an associated ritual.

The ritual will attempt to output resulting items to an adjacent container, or will otherwise drop the items in world.

Status: functional but missing visuals.

Fire Storm

This ritual creates meteors that fall from the sky, damaging entities.

Status:

  • Meteors are created, but the damage type applied is not correct.
  • Looting is not properly applied to entities killed by meteors
  • Meteors can damage peaceful entities
  • Fey fire doesn't exist and thus is not placed
  • Damage is not performed by a fake player
  • Visuals are missing

Frost Lands

This ritual converts the area around the pyre into a frozen wasteland.

  • Snow layers build up on the ground
  • Snow golems are randomly created
  • Snow golems are healed
  • Entities on fire are extinguished
  • Fires are extinguished
  • Lava is converted to basalt
  • Water is converted to ice
  • Full layers of snow are converted to snow blocks
  • Snow blocks are rarely converted to powdered snow
  • Ice blocks are randomly converted to blue or packed ice
  • Nearby farmland is moisturized

Status:

  • I don't believe powdered snow actually happens
  • Visuals are missing

Gathering

Gathers item entities within its radius and attempts to store them in an adjacent container (excluding the container directly below the pyre).

Status:

  • Visuals are missing

Germination

Currently not implemented.

Status: entirely incomplete.

Grove Supplication

Activates a nearby (primal) Grove Stone, allowing a Grove Crafter to function.

Status:

  • Visuals are missing

Healing Aura

Heals nearby players and eligible entities (non-players).

Status:

  • Visuals are missing
  • Does not currently filter entities by tag

Heavy Storms

Affects the weather:

  • If configured (default true), starts rain
  • If configured (default true), starts a thunderstorm
  • Causes lightning to randomly strike nearby

Status:

  • Visuals are missing
  • Should probably do other things

Overgrowth

Generates creeping grove moss which can be harvested by hand or automatically. Requires either an adjacent block of creeping grove moss, or that the block below is adjacent to a water source block.

Automation can be achieved by placing a knife (or multiple knives) into a dispenser facing the only "air" spot near a source of water. With any clock, the knife will harvest the moss and either spawn the grove moss above the dispenser, or, if the block above the dispenser is a container, it will place the grove moss in that container.

Status:

  • Visuals are missing
  • Otherwise complete

Protection

Clears the weather.

Uses NeoForge's time options to speed up the night and slow down the day. By default, the night passes twice as fast.

By default, the length of a day is increased by 60%.

Status:

  • Visuals are missing
  • There's currently no check to ensure that the day tick rate is reset if the pyre is destroyed, only when the ritual ends normally.

Purity

Speeds up the rate at which converting zombie villagers convert and extinguishes them if they are on fire.

Removes non-beneficial effects (or effects forcefully included via the mob effect tag roots:purity_force_include) from nearby enemies.

Mob effects tagged with roots:purity_force_exclude are always excluded, as are mob effects with an infinite duration.

Status:

  • Visuals are missing

Spreading Forest

Not yet implemented.

Summon Creatures

Not yet implemented.

Transmutation

Not yet implemneted.

Warding

Applies Protection X to nearby entities.

Status:

  • Incomplete
  • Missing visuals

Wildroot Growth

Destroys a nearby, mature wildroot crop and grows a wildwood tree in its place.

Status:

  • Missing visuals

Windwall

Forces nearby entities away from the location of the pyre.

Entities within the roots:windwall_force_exclude tag are never moved, while entities within the roots:windwall_force_include are always moved.