Miner's Purification (identifier → number)
Pushes how difficult blocks of this type are to mine.
Demoman's Purification (identifier → number)
Pushes how resistant blocks of this type are to explosions.
Orientation Purification (vector → vector/null)
Pushes the vector of the block's facing direction, or Null if blocks of its type do not have an orientation.
Angle Purification (vector → number/null)
Pushes a number corresponding to the rotation of Signs, Skulls, and Banners.
Farmer's Purification (vector → number/null)
Pushes a number 0 to 1 corresponding to the growth progress of that block. Works for crops, Beehives, Composters, Cauldrons, and strangely Cakes too.
Plumber's Purification (vector → boolean/null)
Pushes whether the block is waterlogged, or Null if the blocks of its type can not be waterlogged.
Glowing Purification (vector → boolean/null)
Pushes whether the block is in a "lit" state, for example Furnaces, Redstone Torches, Redstone Lamps, and Campfires.
Lock Purification (vector → boolean/null)
Pushes whether the block is currently in a "open" state, for example Doors, Trapdoors, Fence Gates, and Barrels.
Bunching Purification (vector → number/null)
Pushes how many parts are in a block that contains a bunch, or Null if it is not such a block. Useful only for Candles, Sea Pickles, and Turtle Eggs.
Book Purification (vector → boolean/null)
Pushes whether the Lectern or Jukebox contains a Book or Music Disc respectively. It may also work for some kind of bookshelf involved in a great work too.
Caliper's Purification (entity → number)
Similar to Stadiometer's Purification but pushes the width of an entity rather than its height.
Theodolite Purif. (entity → vector)
Similar to Alidade's Purification but pushes the vector that points upwards from their head rather than the entity's facing vector.
Vitality Purification (entity → number)
Pushes how close an entity is to death. I can think of these in terms of half-hearts.
Fitness Purification (entity → number)
Pushes how much health an entity can have at its prime. I can think of these in terms of half-hearts.
Suffocation Purif. (entity → number)
Pushes the number of seconds before an entity will start to suffocate. This applies to marine creatures out of water as well as land creatures in water.
Lung Purification (entity → number)
Pushes the number of seconds a regular entity of that type can last outside their normal breathing environment before they start suffocating.
Inferno Purification (entity → number)
Pushes the number of seconds the burning entity will continue burning if not put out. -1 if the entity is not burning currently.
Enderman's Purif. (entity → boolean)
Pushes whether the entity is touching rain, water, or in a bubble column.
Youth Purification (entity → boolean)
Pushes whether a living creature is a baby. Also works on Armor Stands oddly.
Reproduction Purif. (entity → boolean/null)
Pushes whether an animal creature is in love and ready to mate, or Null if that creature is not capable of that type of reproduction.
Sloth's Purification (entity → boolean)
Pushes whether the Player, Cat, Fox, or other entity is sleeping.
Racer's Purification (entity → boolean)
Pushes whether the Player, Cat, Fox, or other entity is sprinting. Swimming and leaving the ground after starting to sprint are still included.
Vehicle Purification (entity → entity/null)
Pushes the entity the given entity is riding or Null if it is not riding in or on anything.
Jockey Purification (entity → list of entities)
Pushes a list of entities that are riding the given entity.
Shooter Purification (entity → entity/null)
Pushes the shooter of the given projectile entity or Null if it has no shooter or isn't a projectile. It also pushes Null if the shooter is outside my ambit.
These patterns are meta: they concern properties of the magical environment they are cast in. Mostly useful in avoiding mishaps.
Ambit Purification (entity/vector → boolean)
Pushes whether a location or entity is in ambit.
Staff Reflection (→ boolean)
Pushes whether a Staff is being used to cast this pattern.
Dexterity Reflection (→ boolean)
Pushes whether the dominant hand of the caster is being used to cast this pattern. May return strange results for casters without hands.
Device Reflection (→ boolean)
Pushes whether any form of casting device is being used to cast this pattern.
Constructed Reflection (→ boolean)
Pushes whether some form of grand work is being used to cast this pattern.
Hunger Purification (player entity → number)
Pushes how full a Player is. I can think of this in terms of half-hunger-hunches.
Stamina Purification (entity entity → number)
Pushes a Player's saturation, which roughly correlates to how long the Player will remain full.
Edibility Purification (identifier → boolean)
Takes in an item identifier and pushes whether I can eat it.
Calorie Purification (identifier → number)
Takes in an item identifier and pushes the amount it will fill me.
Satiation Purification (identifier → number)
Takes in an item identifier and pushes the saturation value, which roughly affects how long it will fill me.
Flesh Purification (identifier → boolean)
Takes in an item identifier and pushes whether it's considered a meat. Wolves can eat meats.
Dessert Purification (identifier → boolean)
Takes in an item identifier and pushes whether it's a snack.
The identifier iota is Nature's solution to allowing Hexes to specifically identify types. Every type of entity, block, status effect, enchantment, sound, and more has a unique identifier attached which a Hex can retrieve and compare.
Detective's Purif. (identifiable → identifier)
Pushes the identifier of an entity or block at a vector.
Modicum Purif. (any → identifier)
Pushes the identifier of an iota's type. Can be used to determine whether two iota are the same type.
An item iota holds nearly all information that distinguish a stack of items from another and Hexes can use them to query specifics. There is one exception: an item iota loses any item iota contained within the item. The already intricate folds of media that form item iota simply unravel when nested within even more layers of abstraction.
Players manipulate media idly just as a byproduct of being sentient. This aura of media is mostly inert but strikes back, often violently at attempts of in-depth scrying. Externally exposed items such as armor and held items can be spied on, but attempts to deeply analyze their inventory will fail.
Nature respects boundaries.
Item Purification (entity → item)
Pushes the item that an Item in the world is.
Offer Purification (identifier, number → item)
Creates an item iota from an item identifier and the number of items in the stack.
Tool Purification (entity → item)
Returns the item in the entity's mainhand.
Accessory Purification (entity → item)
Returns the item in the entity's offhand.
Cart Purification (entity → list of items | null)
Returns a list of all items the entity is carrying, or Null if the entity can not hold items. Trying to access another Player's inventory will incur a mishap.
Chest Purification (vector → list of items | null)
Returns a list of all items in the container, or Null if the block can not contain items.
Aegis Purification (entity → list of items)
Returns a list of all items the entity is wearing, from feet up.
Pocket Reflection (→ list of items)
Returns a list of all items in my ender chest.
Storage Purification (item → number)
Takes in an item and pushes how many items are in it.
Warehouse Purification (identifier → number)
Takes in an item and pushes how many items that can stack in it.
Deterioration Purif. (item → number)
Takes in an item and pushes how much damage the item has sustained.
Fragility Purification (identifier → number)
Takes in an item and pushes how much durability the item can have at its peak.
Thaumaturgist's Purif. (item → list of identifiers)
Gets a list of enchantments the item has.
Charm Distillation (item, identifier → number)
Gets the strength of the specific enchantment on the item.
Collector Purification (item → number)
Gauges the rarity of an item as a number, with greater values corresponding to a rarer item. Certain aspects such as enchantments can also elevate an item's rarity.
Diagnosis Purification (entity → list of identifiers)
Pushes a list of status effects the entity is afflicted with.
Prescription Purif. (item → list of identifiers)
Pushes a list of status effects the food or potion will bestow.
Condition Purification (identifier → number)
Pushes the general "goodness" of the effect towards the afflicted. -1 for harmful, 0 for neutral, and 1 for beneficial.
Concentration Dstl. (entity, identifier → number)
Pushes the potency of the specific effect acting on the entity or Null if the entity doesn't have it.
Clearance Distillation (entity, identifier → number)
Pushes how long the effect will last in seconds or Null if the entity doesn't have it.
Luminance Purification (vector → number)
Pushes the light level at the position as a number 0 to 15. If inside a nontransparent block, it returns zero.
Meterologist's Refl. (→ number)
Pushes a number corresponding to the weather. 0 for clear, 1 for rain, and 2 for thundering.
Battery Purification (vector → number)
Pushes the Redstone power that a position receives.
Peripheral Purification (vector → number/null)
Pushes the power level a Comparator would output if pressed against a position.
Circadian Reflection (→ number)
Pushes the progress of the day as a number between 0 (start) and 1 (end) of the day.
Temporal Reflection (→ number)
Pushes the age of the world for timekeeping, unaffected by events such as sleeping. Divided by 20, it returns seconds.
Geographical Purif. (→ identifier)
Pushes the identifier of the type of biome the vector is within.
Plane Reflection (→ identifier)
Pushes the identifier of the dimension the Hex is being cast in.
Lunar Reflection (→ number)
Pushes the current phase of the Moon as a fraction of its size.
Distortion Reflection (→ boolean)
Pushes whether Compasses and Clocks will work in this dimension.