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Tensura: Ice & Fire – Growth

作者:AshuraNoYami

Raises Ice and Fire's dragon growth cap from 128 to 4096 days and re-weaves Ice and Fire gear into Tensura's EP evolution ladder. Made for the Tensura RPG pack.

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介绍

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Tensura – Ice and Fire Growth

A NeoForge mod for the Tensura RPG pack (MC 1.21.1) that does two things: it
raises Ice and Fire’s dragon growth cap from 128 days up to 4096, so a hatchling
keeps growing for as long as you keep feeding it, and it gives Ice and Fire
equipment a full evolution progression along Tensura’s own EP ladder, including
branching evolutions: one item can forge into several different sets,
rolled at random when it evolves.

Ice and Fire gear starts on the vanilla progression, at the same early pace as
leather and stone gear, but the vanilla opening forks. Either branch of the
vanilla line can cross into this mod’s copper ladder and from there into
Tensura’s own metals ladder, so every rung climbs where Tensura gear of that
tier climbs. Each rung is engraved the way Tensura engraves its own equipment
at that power level.

Dragon growth

  • The growth cap is raised. Ice and Fire stops a tamed dragon growing at 128
    days of age; this mod widens that ceiling up to 4096, so a hatchling keeps
    growing for as long as you keep feeding it. The default is unchanged:
    dragons behave exactly as before until the cap is raised.
  • The ladder stretches with the cap. Everything that decides when a dragon
    reaches its next stage is scaled to the cap, so raising it does not skip a
    stage or compress one. The same progression simply takes longer; the
    endpoints are identical and only the timing moves.
  • Growth stage is the EP lever. How much EP a dragon earns is set by its
    stage: 15% as a hatchling, then 30%, 50%, 75%, and the full rate once fully
    grown. Growing one up is the main way to make it strong.
  • A dragon’s EP is pinned to a growth curve. The total EP (aura + magicule) is
    no longer a random roll at spawn. It is pinned, by age, to a stage-banded
    curve this mod ships as its own config (see the configuration section
    below): 10,000 at hatch, then 100k / 200k / 350k / 550k / 800k at the end of
    each growth stage. The split is always 1 aura : 9 magicule, so a hatchling
    reads as a hatchling and a fully grown dragon reads as the apex predator it
    is. The pin runs on every load and every growth day, so a dragon’s EP is
    always its age’s curve value.
  • The pin works as a floor. EP a dragon earns on top of the curve (kill
    top-ups) survives up to a ceiling, and anything above the ceiling is clipped
    back down, so a whelp can never be inflated past its stage and a max-growth
    dragon tops out at its curve’s value plus what it has banked. On first load
    after 1.5.0, existing dragons are snapped onto the curve once, so dragons
    inflated by older versions come back down on their own.
  • Naming survives the pin. Gains naming grants a dragon (subdue, evolve, and
    the endow mode’s 9x EP raise) are carried by the dragon’s max-attribute
    bases, which the pin reads as its ceiling. Endowed and evolved dragons keep
    their named EP past the stage caps, through every load.
  • Dragons are excluded from TensuraRPGSystem’s +1%-HP-per-level status layer,
    so a dragon’s HP, attack and armor are the pure Ice and Fire growth curve.
    Every other mob keeps the layer unchanged.
  • A fully grown dragon hits exactly 10,000 HP. With the recommended
    maxHealth in iaf-common.json, max-growth stage-5 dragons land exactly at
    10,000 HP on the pure growth curve, with no banked bonus needed. The cap
    stays the cap no matter how much EP they have earned.
  • Dragons fight with their element. A dragon’s melee hits carry its natural
    element: fire dragons burn, ice dragons chill, lightning dragons shock.
    Resistances and weaknesses apply the way they do to any other elemental
    attack.
  • Dragons gain a secondary element. Fire dragons are granted light
    manipulation, ice dragons water manipulation, and lightning dragons wind
    manipulation, alongside their existing breath and resistances.

Mob strength bands

Every Ice and Fire mob’s magicule and aura band is rebalanced so it sits where
its threat level belongs: death worms and sirens at the low end, the dread
ramp climbing form by form, cyclops and sea serpents in the middle, and all
three dragons at the top of the ladder. Spiritual health and each mob’s
abilities are unchanged.

Armor chain

Leather / Sheep Disguise -> Copper -> Silver -> Troll Leather -> Death Worm Chitin -> Sea Serpent Scale -> Dragon Scale -> Dragon Steel or Mithril

The vanilla opening forks instead of stepping straight on: at 550 EP, leather
armor rolls between chainmail, Ice and Fire copper and Tensura’s monster
leather (rank D). The chainmail branch continues on vanilla’s own iron ->
diamond -> netherite line, and netherite then forges into Tensura’s low
magisteel at 12,000 EP for armor and 10,000 for tools (so both netherite and
magisteel keep a band worth wearing), riding the metals spine from there.
Monster leather climbs Tensura’s own ranks and then flows into Tensura’s
creature sets (see the creature ladder below). Only the copper branch joins
the ladder below.

Copper does not commit to one silver: it rolls at random into either Ice and
Fire silver (climbing the chain above) or Tensura’s silver, which forges the
same way (see the Tensura silver and mithril section below).

Step Evolves at Outcome
Leather armor 550 Random: Chainmail, Copper, or Monster Leather (rank D)
Sheep Disguise 550 Copper
Copper 3,200 Random: Ice and Fire Silver or Tensura Silver
Silver 7,800 Random of the three troll leather sets (mountain / forest / frost)
Troll Leather 18,000 The paired death worm chitin: mountain -> red, forest -> yellow, frost -> white
Death Worm Chitin 52,000 Random of the seven sea serpent (Tide Guardian) sets
Sea Serpent Scale 225,000 Random of the twelve dragon scale sets
Dragon Scale 750,000 Random: dragon steel of that dragon’s element or mithril armor
Mithril armor 1,000,000 Adamantite armor
Adamantite armor 1,250,000 Hihiirokane armor
Dragon Steel / Hihiirokane Top of the ladder No further evolution: both keep earning EP

All three death worm chitin sets are the same tier, so any of them can reach any
of the seven sea serpent sets, and any sea serpent set can reach any of the
twelve dragon scale sets. Dragon scale armor then rolls between the dragon
steel set of its own element and Tensura’s mithril armor, which forges on
through adamantite into hihiirokane. The fire dragons are red, green, bronze and
gray; the ice ones are blue, white, sapphire and silver; the lightning ones are
electric, amethyst, copper and black.

Creature ladder

Monster Leather -> Ant Carapace -> Armorsaurus -> Serpent Scalemail or Knight Spider Carapace -> Charybdis Scalemail -> Dragon Steel or Mithril

Tensura’s hide, scale and carapace sets are woven into one flow that Monster
Leather feeds. Monster Leather C forks at 5,000 EP into Monster Leather B (the
rank ladder as before) or the Ant Carapace, and the creature line runs from
there. Monster Leather Special A, the rank ladder’s top and once a dead end,
now hands off at 225,000 EP into the same creature sets, so both paths split
at Monster Leather C and merge again at Serpent Scalemail and Knight Spider
Carapace.

Step Evolves at Outcome
Monster Leather C 5,000 Random: Monster Leather B, or Ant Carapace
Ant Carapace 6,000 Random of the two armorsaurus sets (plain or scalemail)
Armorsaurus 9,000 Random: Serpent Scalemail or Knight Spider Carapace
Monster Leather Special A 225,000 Random: Serpent Scalemail or Knight Spider Carapace
Serpent / Knight Spider 500,000 Charybdis Scalemail
Charybdis Scalemail 750,000 Random: dragon steel (any element) or mithril armor

Serpent Scalemail and Knight Spider Carapace still earn their set-wide
attribute bumps as they climb, now at 280,000, 360,000 and 440,000 EP, late
enough that a piece arriving from Special A earns every one of them. Charybdis
Scalemail hits the same 750,000 fork as dragon scale armor, so every organic
line (troll leather, monster leather, creature carapace) ends on the metals
spine, and every metal line ends at hihiirokane.

Tools and weapons chain

Stone -> Copper -> Silver -> Dragon Bone -> Dragon Steel (or Mithril)

Just like leather armor, the vanilla opening forks here: at 500 EP, every stone
tool (sword, axe, pickaxe, shovel, hoe) rolls between iron and Ice and Fire
copper. The iron branch continues on vanilla’s own iron -> diamond -> netherite
line; only the copper branch joins the ladder below.

Step Evolves at Outcome
Stone tools 500 Random: Iron or Copper
Copper 3,200 Random: Ice and Fire Silver or Tensura Silver
Silver sword / axe / pickaxe / shovel / hoe 52,000 Dragon Bone
Dragon Bone sword 225,000 Random: blooded (elemental) dragon bone sword or mithril sword
Dragon Bone axe / pickaxe / shovel / hoe 225,000 Random: dragon steel of one of the three elements or mithril tool
Blooded Dragon Bone sword 750,000 Dragon steel sword of the matching element
Dragon steel tools Top of the ladder Keep earning EP from 225,000 onward
Dragon steel sword Top of the ladder Keeps earning EP from 750,000 onward

Both dragon bone forks roll 50/50 between the two branches: the three element
skins of the existing branch share one half of the roll, mithril the other, no
matter how many skins a branch carries. A sword that takes the old branch gets
its extra blooded tier at 225,000 and forges on to 750,000; the other tools
hand straight off at 225,000, so both ladders reach dragon steel together.

Bow chain

Bow -> Short Bow -> Dragon Bone Bow -> Long Bow -> War Bow

Step Evolves at Outcome
Bow 700 Short Bow
Short Bow 3,600 Dragon Bone Bow
Dragon Bone Bow 7,200 Tensura’s Long Bow
Long Bow 12,500 War Bow
War Bow Top of the ladder Keeps earning EP, capped at 16,000

The dragon bone bow is slotted between Tensura’s short and long bow by damage
and draw speed, so the vanilla bow line flows through Ice and Fire and straight
back into Tensura’s own bows.

EP rates

How fast a rung earns EP follows its gate: a steady trickle on the vanilla
rungs and the whole bow ladder (0.003), then 0.01 / 0.02 / 0.025 / 0.03 across
the 18,000 / 52,000 / 225,000 / 750,000 rungs. The mithril bands keep the rate
of the rung they sit on: weapons and tools earn at 0.025 across their
225,000 -> 500,000 band, armor at 0.03 across 750,000 -> 1,000,000, and the
re-banded adamantite armor at the top rate of 0.04 across 1,000,000 ->
1,250,000. The creature ladder keeps Tensura’s own rates for every set it
re-gates: 0.005 on Monster Leather C and the Ant Carapace, 0.015 on the
armorsaurus, serpent and knight spider sets, and 0.025 on Special A and
Charybdis Scalemail. Ladder tops that keep earning do so at 0.04 for dragon
steel, 0.025 for the Blade of the Dreaded Queen, the Dread Queen’s Staff and
the red death worm gauntlet, and 0.003 for gear with no ladder at all.

Other gear

  • Dread line: Dread Thrall’s Sword -> Dread Knight’s Sword -> Blade of the
    Dreaded Queen, at 18,000 and 52,000 EP.
  • Death worm gauntlets: yellow -> white -> red, at 18,000 and 52,000 EP.
  • Troll weapons (axes, hammers, trunk and column clubs) stay usable
    endgame and keep earning EP.
  • Uniques (ghost sword, lich staff, tide trident, pixie wand, siren flute,
    cockatrice scepter, cyclops eye, gorgon head, hippocampus slapper,
    hippogryph sword, fishing spear, stymphalian dagger, amphithere macuahuitl,
    blindfold, earplugs, the dread queen’s staff and the dragon flute) are
    terminal and keep earning EP, so they stay usable at endgame.

Tensura gear gap fixes

A few Tensura items had no working progression anywhere; this mod plugs them:

  • Silver hoe, pickaxe and shovel now evolve like every other Tensura silver
    item with an Ice and Fire counterpart: at 52,000 EP into the dragon bone tool
    of the same name, engraved with Holy Coat I.
  • Kunai evolves into the pure magisteel kunai at 52,000 EP, exactly where
    Tensura’s own pure magisteel tier begins.
  • Goblin club and severer blade have no upgrade line: they stay usable
    endgame and keep earning EP.

Tensura silver and mithril

Tensura’s own silver gear rejoins the Ice and Fire chain instead of running
beside it, and mithril now enters the ladder as a dragon bone or dragon scale
fork outcome rather than a tier of its own:

Step Evolves at Outcome
Tensura silver armor 7,800 Random of the three troll leather sets, same as Ice and Fire silver
Tensura silver sword / axe / hoe / pickaxe / shovel 52,000 Dragon Bone of the same name
Tensura silver great sword, katana, kodachi, long sword, odachi, scythe, short sword, sickle, spear, tachi 225,000 The matching mithril weapon
Mithril weapons and tools 500,000 Adamantite weapon or tool
Mithril armor 1,000,000 Adamantite armor
Adamantite armor 1,250,000 Hihiirokane armor
Adamantite weapons and tools Tensura’s own ladder (225,000 to 750,000) Hihiirokane

The ten exotic silver weapons with no Ice and Fire counterpart hold their silver
tier all the way to the 225,000 dragon bone fork gate and step straight into
mithril there; the sword, axe and the three tools step onto dragon bone at
52,000 like Ice and Fire silver does, and mithril is then one of the fork
outcomes they roll for at 225,000. Mithril weapons and tools floor at that same
225,000 and forge on to 500,000, inside the adamantite band Tensura ships
untouched; mithril armor floors at the 750,000 dragon scale fork and forges on
to 1,000,000, where this mod re-bands Tensura’s adamantite armor to accept the
carry instead of blowing straight through it. Mithril gear keeps Tensura’s
Holy Coat II engraving.

Engravings

Evolving grants Tensura enchantment engravings the way Tensura does on its
own gear:

Tier Engraving
Silver weapons and silver armor Holy Coat I
Tensura mithril gear Holy Coat II
Blooded dragon bone swords Elemental Boost I
Sea serpent (Tide Guardian) armor Breathing Support I
Dragon scale armor Elemental Resistance I
Dragon steel weapons and tools Tsukumogami I
Dragon steel armor Holy Coat II

Movesets

I&F weapons are given BetterCombat movesets matching their class: claymores for
the dread blades, rapiers for the ghost sword, heavy axes for the axes, spears
and tridents for the polearms, staves for the casters, fists for the gauntlets.
These files only take effect when BetterCombat is installed; without it they
are ignored.

Structure magicule and spawn exemptions

Every Ice and Fire structure lifts the ambient magicule of the surrounding
chunks to at least the EP baseline of the mobs related to it. The values are
datapack rows this mod generates, read by infinite-dungeon-spawn-safety. Each
row carries only the floor – the related mob’s baseline. The reach is
derived from the floor
by the consumer
(clamp(sqrt(baseline) * 0.35, 48, 320) blocks), so a dragon cave at 800,000
radiates across ~313 blocks while a graveyard at 3,100 stays within ~48:

Structure Floor (= related mob baseline) Reach (derived)
dragon_cave, fire/ice/lightning_dragon_cave 800,000 (stage-5 dragon) ~313
fire/ice/lightning_dragon_roost, dragon_roost 350,000 (stage-3 dragon) ~207
mausoleum (dragon tomb) 800,000 (stage-5 dragon) ~313
gorgon_temple 91,000 (gorgon) ~106
hydra_cave 90,000 (hydra) ~105
cyclops_cave 8,000 (cyclops) ~48
pixie_village 3,500 (pixie) ~48
siren_island 3,250 (siren) ~48
graveyard 3,100 (ghost) ~48

The dread isle is a separate dimension, not an overworld structure, so it keeps
its dimension-level magicule; its bosses ride the exemption instead.

Dragons and the structure bosses are exempt from spawn-safety’s magicule gate
(exempt.json): fire/ice/lightning/black_frost_dragon, hydra, gorgon,
cyclops, siren, dread_lich and dread_queen spawn wherever their AI
takes them, not only inside a hotspot.

Configuration – the dragon EP curve

Since 1.5.0, the curve a dragon’s EP is pinned to lives in this mod’s own
config, config/tensura_iaf_growth-common.toml, section [dragon_ep]. The
six values are the curve’s vertices, the EP at hatch and at the end of each
growth stage, and the pin interpolates a straight line between them, so the
curve is correct at any growth-cap stretch:

Key Default Meaning
hatchEpFloor 10,000 EP at day 0 (1,000 aura + 9,000 magicule)
stage1EpCap 100,000 EP at the end of stage 1
stage2EpCap 200,000 EP at the end of stage 2
stage3EpCap 350,000 EP at the end of stage 3
stage4EpCap 550,000 EP at the end of stage 4
stage5EpCap 800,000 EP at full growth (stage 5) and the cap below naming

The line is the total EP (aura + magicule); aura always takes a tenth and
magicule nine tenths. The values are read live, so a world reload picks them
up, and they are validated to be non-decreasing (a stage cap below the one
before it would make the line run backwards). Broken values are clamped into
order with one warning in the log.

Required configuration for random branches

Branching is implemented through Gear Evolution’s addon chains, and the mod
picks which branch to take using its own strategy setting. For a genuinely
random roll, set this in config/gearevolution-common.toml (or the in-game
Cloth Config screen) on every server and client:

branchingDefaultStrategy = "weighted_random"

Left at the default "first", every branch resolves to the first listed option
instead (the chains still work, but the roll is fixed). The other modes are
deterministic_random (one fixed result per item type) and family_preference
(always the first option whose gear family is enabled).

Dependencies

Mod Why
Required Minecraft 1.21.1, NeoForge –
Required Tensura: Reincarnated Provides the EP, evolution and existence systems this mod writes into
Required ManasCore Tensura’s library – the skill and attribute APIs
Required Ice and Fire: Community Edition The dragons this mod stretches, and the gear it rebalances
Required Tensura: Ice and Fire (compat addon) Registers the Ice and Fire gear and entity data this mod rebalances
Optional Tensura: Gear Evolution Reads the chain files; without it the gear chains do not run
Optional Mysticism Provides the light manipulation skill fire dragons are granted
Optional TensuraRPGSystem Dragons are excluded from its +1% HP-per-level status layer when it is present
Optional BetterCombat Only needed for the weapon movesets

Credits

License

GNU Lesser General Public License v2.1 – see LICENSE.
Copyright (c) 2026 Bitwise Madness.

AI disclosure

Parts of this project were written with the assistance of AI coding tools.
AI-assisted code, data and documentation ship only after human review by the
maintainers.

In-game config editing

Mods built with this template can be edited in-game with
Configured – install
it like any other mod; it adds no code to this one. Open the mod list, select a
mod, press Config, and change values directly: Configured writes through
NeoForge’s config system, so a reload applies the new values without restarting
the game.

This template pre-wires the config-screen background in
src/main/templates/META-INF/neoforge.mods.toml
([modproperties.${mod_id}] configuredBackground) – point it at any texture you
like. Note Configured only shows a menu for mods that actually register a
config: a template-derived mod with no registered settings has nothing to show.

常见问题

Tensura: Ice & Fire – Growth 支持哪些 Minecraft 版本?

Tensura: Ice & Fire – Growth 支持 Minecraft Java 版 1.21.1,可用的加载器:NeoForge。下载时注意选择和你游戏版本一致的文件。

Tensura: Ice & Fire – Growth 怎么安装?

先用 PCL2 或 HMCL 启动器安装对应版本的 NeoForge,再把下载的 .jar 文件放进游戏目录的 mods 文件夹,重新启动游戏即可。开启了版本隔离的,mods 文件夹在 versions/版本名 下面。

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