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Dream Burst Spirit Vector

Dream Burst Spirit Vector

by hama • Downloads: 0 • Followers: 0
Description
Gallery
Changelog
Versions

Made for ModFest: Carnival

Check out the official soundtrack for Major Update: Rune Matrix Spell Dimension

Available on most streaming platforms here!


Fly Forth, Spirit Vector!

DBSV introduces the Spirit Vector, a pair of skates fueled by spirit energy. Wearing them changes your movement to momentum-based parkour, a challenging but skill-rewarding mode of travel. Beyond simple parkour mechanics like wall jumps, slides and vaults, the Spirit Vector can be upgraded with up to 3 Spirit Runes, unlocking special movement ability tricks activated in the air. Basic movements increase Poise; Poise is spent on rune abilities.

With great Poise, your wings are unveiled.

Mechanics

Dream Burst Spirit Vector is a mod about momentum, striving to capture the movement styles of games like Ultrakill and Jet Set Radio. This is not a Vanilla+ parkour extension; Wearing a Spirit Vector completely overhauls your movement.

The Spirit Vector is a pair of skates fueled by spirit energy. The only cost is Poise, or style -- Burst movements such as Wall Jumping and Ledge Vaulting increase your Poise, which decays as long as you are not Sliding or Wall Rushing.

Poise is spent on abilities tied to jumping, crouching or sprinting while in the air. You can customize the Spirit Vector by smithing it with a Spirit Rune to select the ability and a Vector Rune to select the slot.

Tutorial

The basic movement of the Spirit Vector is too detailed to explain sufficiently on a webpage. This demo world (MC 1.21) provides an in-depth overview of the starting movement set, along with some insights into more advanced techniques.

Demo

Pathracing "Dream Vector"

High-flying "Spirit Vector"

Soundtrack

Bandcamp: link

YouTube: link

Contact

Discord + Email: link

Credits

Music: Nulb

Textures: Hiroyuki K. T.

Banner: WorldWidePixel

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.x
Fabric Neoforge
2mo ago 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
Fix disconnect issues due to unsynced registries on Connector.
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:

  • Reordered spell input keys to match intended order


Patch 1.10.2:

  • Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb


Patch 1.10.3:

  • Added missing cassette textures and translations.
  • Added new vocal track: "EMULATOR" by (you guessed it) Nulb


Patch 1.10.4:

  • Removed old smithing recipes.
  • Cores can be added directly to your Spirit Vector by using the Rune Matrix.
  • Gave real textures to all runes.


Patch 1.10.5:

  • Materia is immaterial to non-spectres.
  • Walls can be jumped along once.


Patch 1.10.6:

  • Increased materia physicalization range.
  • Improved Spell Dimension stability.
  • Improved Wavedancer behavior.
  • Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.


Patch 1.10.7:

  • removed mandatory zipline dep :x


Patch 1.10.8:

  • disable old dancerizer dep.


Patch 1.10.9:

  • Ziplines use held sprint.
  • Increased zipline jump boost and overall momentum conservation.
  • Fixed materia not being wall-jumpable.
  • Vertical spells now have better density.
  • Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
wall_jumpable tags.


Patch 1.10.11:

  • Reduced zipline snap by 1m.
  • Added Spirit Rune "Anchor": rail grinding lite.


Patch 1.11.0:

  • HUD sprites now match core.
  • Braking now has a sound cue.
  • Footstool friends and enemies by jumping mid-air while intersecting their hitbox.


Patch 1.11.1:

  • Replaced Cassette programmer art (thanks SnowboundCabin!)
  • Fixed mixin conflict with my own addon :|
  • Zipline jumps have 5-tick coyote time after releasing crouch
  • Footstooling awards extra poise.
  • Zipline has particles


Patch 1.11.2:

  • Added wild magic rune.


Patch 1.11.3:

  • Updated the all-important tomato particle.


Patch 1.11.4:

  • Disable SV mechanics in creative flight.
  • Reduce engine sound when not moving.
  • Display item tooltips in rune matrix screen.
  • Some personal SV sounds can be disabled in rune matrix screen.
  • Added "Phonomancy" from ModFest: Carnival as a cassette by (you guessed it) Nulb.
  • Lazy (programmer, again) means of typing while sliding.
  • Dream Vector poise gain over threshold is proportional to speed.
  • Removed airbrake from Spirit Rune "Burst"
  • Prevent damage like fire cancelling velocity


Patch 1.11.5:

  • The Spirit Vector is no longer the "louded mf boots in the world."
  • Made ladders usable.
  • Press all inputs again to cancel a spell.


Patch 1.11.6:

  • Mod no longer crashes with certain other mods such as supermartijn's core lib.

Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.11.5+1.21.1


Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.11.6+1.21.1
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:

  • Reordered spell input keys to match intended order


Patch 1.10.2:

  • Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb


Patch 1.10.3:

  • Added missing cassette textures and translations.
  • Added new vocal track: "EMULATOR" by (you guessed it) Nulb


Patch 1.10.4:

  • Removed old smithing recipes.
  • Cores can be added directly to your Spirit Vector by using the Rune Matrix.
  • Gave real textures to all runes.


Patch 1.10.5:

  • Materia is immaterial to non-spectres.
  • Walls can be jumped along once.


Patch 1.10.6:

  • Increased materia physicalization range.
  • Improved Spell Dimension stability.
  • Improved Wavedancer behavior.
  • Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.


Patch 1.10.7:

  • removed mandatory zipline dep :x


Patch 1.10.8:

  • disable old dancerizer dep.


Patch 1.10.9:

  • Ziplines use held sprint.
  • Increased zipline jump boost and overall momentum conservation.
  • Fixed materia not being wall-jumpable.
  • Vertical spells now have better density.
  • Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
wall_jumpable tags.


Patch 1.10.11:

  • Reduced zipline snap by 1m.
  • Added Spirit Rune "Anchor": rail grinding lite.


Patch 1.11.0:

  • HUD sprites now match core.
  • Braking now has a sound cue.
  • Footstool friends and enemies by jumping mid-air while intersecting their hitbox.


Patch 1.11.1:

  • Replaced Cassette programmer art (thanks SnowboundCabin!)
  • Fixed mixin conflict with my own addon :|
  • Zipline jumps have 5-tick coyote time after releasing crouch
  • Footstooling awards extra poise.
  • Zipline has particles


Patch 1.11.2:

  • Added wild magic rune.


Patch 1.11.3:

  • Updated the all-important tomato particle.


Patch 1.11.4:

  • Disable SV mechanics in creative flight.
  • Reduce engine sound when not moving.
  • Display item tooltips in rune matrix screen.
  • Some personal SV sounds can be disabled in rune matrix screen.
  • Added "Phonomancy" from ModFest: Carnival as a cassette by (you guessed it) Nulb.
  • Lazy (programmer, again) means of typing while sliding.
  • Dream Vector poise gain over threshold is proportional to speed.
  • Removed airbrake from Spirit Rune "Burst"
  • Prevent damage like fire cancelling velocity


Patch 1.11.5:

  • The Spirit Vector is no longer the "louded mf boots in the world."
  • Made ladders usable.
  • Press all inputs again to cancel a spell.


Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.11.5+1.21.1
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:

  • Reordered spell input keys to match intended order


Patch 1.10.2:

  • Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb


Patch 1.10.3:

  • Added missing cassette textures and translations.
  • Added new vocal track: "EMULATOR" by (you guessed it) Nulb


Patch 1.10.4:

  • Removed old smithing recipes.
  • Cores can be added directly to your Spirit Vector by using the Rune Matrix.
  • Gave real textures to all runes.


Patch 1.10.5:

  • Materia is immaterial to non-spectres.
  • Walls can be jumped along once.


Patch 1.10.6:

  • Increased materia physicalization range.
  • Improved Spell Dimension stability.
  • Improved Wavedancer behavior.
  • Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.


Patch 1.10.7:

  • removed mandatory zipline dep :x


Patch 1.10.8:

  • disable old dancerizer dep.


Patch 1.10.9:

  • Ziplines use held sprint.
  • Increased zipline jump boost and overall momentum conservation.
  • Fixed materia not being wall-jumpable.
  • Vertical spells now have better density.
  • Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
wall_jumpable tags.


Patch 1.10.11:

  • Reduced zipline snap by 1m.
  • Added Spirit Rune "Anchor": rail grinding lite.


Patch 1.11.0:

  • HUD sprites now match core.
  • Braking now has a sound cue.
  • Footstool friends and enemies by jumping mid-air while intersecting their hitbox.


Patch 1.11.1:

  • Replaced Cassette programmer art (thanks SnowboundCabin!)
  • Fixed mixin conflict with my own addon :|
  • Zipline jumps have 5-tick coyote time after releasing crouch
  • Footstooling awards extra poise.
  • Zipline has particles


Patch 1.11.2:

  • Added wild magic rune.


Patch 1.11.3:

  • Updated the all-important tomato particle.


Patch 1.11.4:

  • Disable SV mechanics in creative flight.
  • Reduce engine sound when not moving.
  • Display item tooltips in rune matrix screen.
  • Some personal SV sounds can be disabled in rune matrix screen.
  • Added "Phonomancy" from ModFest: Carnival as a cassette by (you guessed it) Nulb.
  • Lazy (programmer, again) means of typing while sliding.
  • Dream Vector poise gain over threshold is proportional to speed.
  • Removed airbrake from Spirit Rune "Burst"
  • Prevent damage like fire cancelling velocity

## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:

  • Reordered spell input keys to match intended order


Patch 1.10.2:

  • Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb


Patch 1.10.3:

  • Added missing cassette textures and translations.
  • Added new vocal track: "EMULATOR" by (you guessed it) Nulb


Patch 1.10.4:

  • Removed old smithing recipes.
  • Cores can be added directly to your Spirit Vector by using the Rune Matrix.
  • Gave real textures to all runes.


Patch 1.10.5:

  • Materia is immaterial to non-spectres.
  • Walls can be jumped along once.


Patch 1.10.6:

  • Increased materia physicalization range.
  • Improved Spell Dimension stability.
  • Improved Wavedancer behavior.
  • Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.


Patch 1.10.7:

  • removed mandatory zipline dep :x


Patch 1.10.8:

  • disable old dancerizer dep.


Patch 1.10.9:

  • Ziplines use held sprint.
  • Increased zipline jump boost and overall momentum conservation.
  • Fixed materia not being wall-jumpable.
  • Vertical spells now have better density.
  • Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
wall_jumpable tags.


Patch 1.10.11:

  • Reduced zipline snap by 1m.
  • Added Spirit Rune "Anchor": rail grinding lite.


Patch 1.11.0:

  • HUD sprites now match core.
  • Braking now has a sound cue.
  • Footstool friends and enemies by jumping mid-air while intersecting their hitbox.


Patch 1.11.1:

  • Replaced Cassette programmer art (thanks SnowboundCabin!)
  • Fixed mixin conflict with my own addon :|
  • Zipline jumps have 5-tick coyote time after releasing crouch
  • Footstooling awards extra poise.
  • Zipline has particles


Patch 1.11.2:

  • Added wild magic rune.


Patch 1.11.3:

  • Updated the all-important tomato particle.


Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.11.3+1.21.1
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:

  • Reordered spell input keys to match intended order


Patch 1.10.2:

  • Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb


Patch 1.10.3:

  • Added missing cassette textures and translations.
  • Added new vocal track: "EMULATOR" by (you guessed it) Nulb


Patch 1.10.4:

  • Removed old smithing recipes.
  • Cores can be added directly to your Spirit Vector by using the Rune Matrix.
  • Gave real textures to all runes.


Patch 1.10.5:

  • Materia is immaterial to non-spectres.
  • Walls can be jumped along once.


Patch 1.10.6:

  • Increased materia physicalization range.
  • Improved Spell Dimension stability.
  • Improved Wavedancer behavior.
  • Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.


Patch 1.10.7:

  • removed mandatory zipline dep :x


Patch 1.10.8:

  • disable old dancerizer dep.


Patch 1.10.9:

  • Ziplines use held sprint.
  • Increased zipline jump boost and overall momentum conservation.
  • Fixed materia not being wall-jumpable.
  • Vertical spells now have better density.
  • Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
wall_jumpable tags.


Patch 1.10.11:

  • Reduced zipline snap by 1m.
  • Added Spirit Rune "Anchor": rail grinding lite.


Patch 1.11.0:

  • HUD sprites now match core.
  • Braking now has a sound cue.
  • Footstool friends and enemies by jumping mid-air while intersecting their hitbox.


Patch 1.11.1:

  • Replaced Cassette programmer art (thanks SnowboundCabin!)
  • Fixed mixin conflict with my own addon :|
  • Zipline jumps have 5-tick coyote time after releasing crouch
  • Footstooling awards extra poise.
  • Zipline has particles


Patch 1.11.2:

  • Added wild magic rune.



Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.11.2+1.21.1
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:

  • Reordered spell input keys to match intended order


Patch 1.10.2:

  • Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb


Patch 1.10.3:

  • Added missing cassette textures and translations.
  • Added new vocal track: "EMULATOR" by (you guessed it) Nulb


Patch 1.10.4:

  • Removed old smithing recipes.
  • Cores can be added directly to your Spirit Vector by using the Rune Matrix.
  • Gave real textures to all runes.


Patch 1.10.5:

  • Materia is immaterial to non-spectres.
  • Walls can be jumped along once.


Patch 1.10.6:

  • Increased materia physicalization range.
  • Improved Spell Dimension stability.
  • Improved Wavedancer behavior.
  • Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.


Patch 1.10.7:

  • removed mandatory zipline dep :x


Patch 1.10.8:

  • disable old dancerizer dep.


Patch 1.10.9:

  • Ziplines use held sprint.
  • Increased zipline jump boost and overall momentum conservation.
  • Fixed materia not being wall-jumpable.
  • Vertical spells now have better density.
  • Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
wall_jumpable tags.


Patch 1.10.11:

  • Reduced zipline snap by 1m.
  • Added Spirit Rune "Anchor": rail grinding lite.


Patch 1.11.0:

  • HUD sprites now match core.
  • Braking now has a sound cue.
  • Footstool friends and enemies by jumping mid-air while intersecting their hitbox.


Patch 1.11.1:

  • Replaced Cassette programmer art (thanks SnowboundCabin!)
  • Fixed mixin conflict with my own addon :|
  • Zipline jumps have 5-tick coyote time after releasing crouch
  • Footstooling awards extra poise.
  • Zipline has particles



Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.11.1+1.21.1
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:

  • Reordered spell input keys to match intended order


Patch 1.10.2:

  • Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb


Patch 1.10.3:

  • Added missing cassette textures and translations.
  • Added new vocal track: "EMULATOR" by (you guessed it) Nulb


Patch 1.10.4:

  • Removed old smithing recipes.
  • Cores can be added directly to your Spirit Vector by using the Rune Matrix.
  • Gave real textures to all runes.


Patch 1.10.5:

  • Materia is immaterial to non-spectres.
  • Walls can be jumped along once.


Patch 1.10.6:

  • Increased materia physicalization range.
  • Improved Spell Dimension stability.
  • Improved Wavedancer behavior.
  • Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.


Patch 1.10.7:

  • removed mandatory zipline dep :x


Patch 1.10.8:

  • disable old dancerizer dep.


Patch 1.10.9:

  • Ziplines use held sprint.
  • Increased zipline jump boost and overall momentum conservation.
  • Fixed materia not being wall-jumpable.
  • Vertical spells now have better density.
  • Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
wall_jumpable tags.


Patch 1.10.11:

  • Reduced zipline snap by 1m.
  • Added Spirit Rune "Anchor": rail grinding lite.


Patch 1.11.0:

  • HUD sprites now match core.
  • Braking now has a sound cue.
  • Footstool friends and enemies by jumping mid-air while intersecting their hitbox.


Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.11.0+1.21.1
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:

  • Reordered spell input keys to match intended order


Patch 1.10.2:

  • Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb


Patch 1.10.3:

  • Added missing cassette textures and translations.
  • Added new vocal track: "EMULATOR" by (you guessed it) Nulb


Patch 1.10.4:

  • Removed old smithing recipes.
  • Cores can be added directly to your Spirit Vector by using the Rune Matrix.
  • Gave real textures to all runes.


Patch 1.10.5:

  • Materia is immaterial to non-spectres.
  • Walls can be jumped along once.


Patch 1.10.6:

  • Increased materia physicalization range.
  • Improved Spell Dimension stability.
  • Improved Wavedancer behavior.
  • Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.


Patch 1.10.7:

  • removed mandatory zipline dep :x


Patch 1.10.8:

  • disable old dancerizer dep.


Patch 1.10.9:

  • Ziplines use held sprint.
  • Increased zipline jump boost and overall momentum conservation.
  • Fixed materia not being wall-jumpable.
  • Vertical spells now have better density.
  • Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
wall_jumpable tags.


Patch 1.10.11:

  • Reduced zipline snap by 1m.
  • Added Spirit Rune "Anchor": rail grinding lite.


Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.11+1.21.1
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:

  • Reordered spell input keys to match intended order


Patch 1.10.2:

  • Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb


Patch 1.10.3:

  • Added missing cassette textures and translations.
  • Added new vocal track: "EMULATOR" by (you guessed it) Nulb


Patch 1.10.4:

  • Removed old smithing recipes.
  • Cores can be added directly to your Spirit Vector by using the Rune Matrix.
  • Gave real textures to all runes.


Patch 1.10.5:

  • Materia is immaterial to non-spectres.
  • Walls can be jumped along once.


Patch 1.10.6:

  • Increased materia physicalization range.
  • Improved Spell Dimension stability.
  • Improved Wavedancer behavior.
  • Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.


Patch 1.10.7:

  • removed mandatory zipline dep :x


Patch 1.10.8:

  • disable old dancerizer dep.


Patch 1.10.9:

  • Ziplines use held sprint.
  • Increased zipline jump boost and overall momentum conservation.
  • Fixed materia not being wall-jumpable.
  • Vertical spells now have better density.
  • Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
wall_jumpable tags.


Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.10+1.21.1
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:

  • Reordered spell input keys to match intended order


Patch 1.10.2:

  • Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb


Patch 1.10.3:

  • Added missing cassette textures and translations.
  • Added new vocal track: "EMULATOR" by (you guessed it) Nulb


Patch 1.10.4:

  • Removed old smithing recipes.
  • Cores can be added directly to your Spirit Vector by using the Rune Matrix.
  • Gave real textures to all runes.


Patch 1.10.5:

  • Materia is immaterial to non-spectres.
  • Walls can be jumped along once.


Patch 1.10.6:

  • Increased materia physicalization range.
  • Improved Spell Dimension stability.
  • Improved Wavedancer behavior.
  • Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.


Patch 1.10.7:

  • removed mandatory zipline dep :x


Patch 1.10.8:

  • disable old dancerizer dep.


Patch 1.10.9:

  • Ziplines use held sprint.
  • Increased zipline jump boost and overall momentum conservation.
  • Fixed materia not being wall-jumpable.
  • Vertical spells now have better density.
  • Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
wall_jumpable tags.


Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.9+1.21.1
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:

  • Reordered spell input keys to match intended order


Patch 1.10.2:

  • Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb


Patch 1.10.3:

  • Added missing cassette textures and translations.
  • Added new vocal track: "EMULATOR" by (you guessed it) Nulb


Patch 1.10.4:

  • Removed old smithing recipes.
  • Cores can be added directly to your Spirit Vector by using the Rune Matrix.
  • Gave real textures to all runes.


Patch 1.10.5:

  • Materia is immaterial to non-spectres.
  • Walls can be jumped along once.


Patch 1.10.6:

  • Increased materia physicalization range.
  • Improved Spell Dimension stability.
  • Improved Wavedancer behavior.
  • Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.


Patch 1.10.7:

  • removed mandatory zipline dep :x


Patch 1.10.7:

  • disable old dancerizer dep.


Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.8+1.21.1
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:

  • Reordered spell input keys to match intended order


Patch 1.10.2:

  • Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb


Patch 1.10.3:

  • Added missing cassette textures and translations.
  • Added new vocal track: "EMULATOR" by (you guessed it) Nulb


Patch 1.10.4:

  • Removed old smithing recipes.
  • Cores can be added directly to your Spirit Vector by using the Rune Matrix.
  • Gave real textures to all runes.


Patch 1.10.5:

  • Materia is immaterial to non-spectres.
  • Walls can be jumped along once.


Patch 1.10.6:

  • Increased materia physicalization range.
  • Improved Spell Dimension stability.
  • Improved Wavedancer behavior.
  • Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.


Patch 1.10.7:

  • removed mandatory zipline dep :x


Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.7+1.21.1
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:

  • Reordered spell input keys to match intended order


Patch 1.10.2:

  • Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb


Patch 1.10.3:

  • Added missing cassette textures and translations.
  • Added new vocal track: "EMULATOR" by (you guessed it) Nulb


Patch 1.10.4:

  • Removed old smithing recipes.
  • Cores can be added directly to your Spirit Vector by using the Rune Matrix.
  • Gave real textures to all runes.


Patch 1.10.5:

  • Materia is immaterial to non-spectres.
  • Walls can be jumped along once.


Patch 1.10.6:

  • Increased materia physicalization range.
  • Improved Spell Dimension stability.
  • Improved Wavedancer behavior.
  • Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.


Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.6+1.21.1
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:

  • Reordered spell input keys to match intended order


Patch 1.10.2:

  • Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb


Patch 1.10.3:

  • Added missing cassette textures and translations.
  • Added new vocal track: "EMULATOR" by (you guessed it) Nulb


Patch 1.10.4:

  • Removed old smithing recipes.
  • Cores can be added directly to your Spirit Vector by using the Rune Matrix.
  • Gave real textures to all runes.


Patch 1.10.5:

  • Materia is immaterial to non-spectres.
  • Walls can be jumped along once.



Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.5+1.21.1
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:

  • Reordered spell input keys to match intended order


Patch 1.10.2:

  • Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb


Patch 1.10.3:

  • Added missing cassette textures and translations.
  • Added new vocal track: "EMULATOR" by (you guessed it) Nulb

Patch 1.10.4:

  • Removed old smithing recipes.
  • Cores can be added directly to your Spirit Vector by using the Rune Matrix.
  • Gave real textures to all runes.


Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.4+1.21.1
## Major Update: Rune Matrix Spell Dimension

### General Additions
  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion
Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension
  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:
  • Reordered spell input keys to match intended order


Patch 1.10.2:
  • Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb


Patch 1.10.3:
  • Added missing cassette textures and translations.
  • Added new vocal track: "EMULATOR" by (you guessed it) Nulb


Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.3+1.21.1
## Major Update: Rune Matrix Spell Dimension

### General Additions
  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion
Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension
  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:
  • Reordered spell input keys to match intended order


Patch 1.10.2:
  • Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb


Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.2+1.21.1
## Major Update: Rune Matrix Spell Dimension

### General Additions
  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion
Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension
  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.

  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Patch 1.10.1:
  • Reordered spell input keys to match intended order


Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.1+1.21.1
## Major Update: Rune Matrix Spell Dimension

### General Additions
  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion
Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension
  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any materia you come into contact with will become tangible to others.
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.


  • Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
[VirtuaLilith](https://modrinth.com/user/VirtuaLilith) killed it and everything
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*


Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.0+1.21.1
Added poise meter above hunger bar while equipped

Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.9.5+1.21.1
Fixed a bug where continuously walking into wall triggered the vault window.
Implemented Slideover: holding a direction while moving up past a ledge causes a step-up, converting vertical speed to horizontal. This is meant to improve the experience of traversing rough, highly vertical terrain.
  • tweaked DV poise gain to be more forgiving
  • braking is less jarring
  • stepdown height is now constant and consistent across sv types
Disabled ledge tricks stepping out of the water so you don't get flung into space
Introducing the Dream Vector!

The Dream Vector is a modified longboard-like SV that focuses on long distance horizontal movement. Dream Vectors are popular among those who enjoy pathracing: long distance races moving uninterrupted across often very rugged terrain. The Dream Vector builds on the Spirit Vector's movement scheme:
  • Instead of poise from tricks, poise steadily increases while sliding at high speed. Poise is not lost while at speed.
  • While soaring, step height is doubled, making overcoming obstacles and debris significantly easier.
  • Wallrushing can be performed indefinitely.
  • Both ledge and wall movements are additive to velocity.

Convert your Spirit Vector into a Dream Vector and back by sneak + right clicking with it in hand.
Added hardstop on sprint key pressed

Added wavedancer rune

Added Spirit Vector recipe

Anima Cores are obtainable from ancient cities

Spirit Runes are obtainable from trail ruins
Stairclip is gone :crabrave:
Nearby jukeboxes boost poise
  • prevent hunger loss on slide
  • add grace period after tricks
  • fix downstepping without sv equipped

Dream Burst Spirit Vector Icon
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