0.3.2+26.2
Compatibility
Required content
Changes
0.3.2 — Animation overhaul
Every animation was linear. That was the root cause of combat and movement looking "flat" — the wind-up, the impact and the recovery all played at the same speed. Every clip has been re-timed with proper easing (454 keyframes across 30 clips).
Combat
- Attack rhythm: wind up → hang → explode → recoil. All three attack variants (bite / swipe / slam) now read as real hits. The slam bounces on landing; ears and tail whip with delayed follow-through.
- Impact particles were firing 4–6 ticks BEFORE the visible hit. They now burst exactly on the strike frame. Damage and knockback stay instant.
- Hurt snaps in a single frame and wobbles out, instead of easing over gently.
Movement
- Legs are now two-jointed. Paws used to pivot inside themselves — they spun in place like windshield wipers. New hip joints give a real step arc: 3× the stride length at the same angle.
- No more foot sliding. The walk/run cycle now locks to actual ground speed instead of playing at a fixed rate.
- Run is a real bound — front contact → push → rear contact → leap, with all four paws airborne. It used to be a symmetric shuffle with no suspension.
- Paws stay planted through the whole stance (the rig has no knee; the hip compensates).
- New neck joint: the head bone was fully owned by look-tracking, so the head couldn't react to the body. Mochi now keeps its head level while running — the way real animals do.
Menu
- The Unequip button was sitting on top of the "Backpack (x/9)" label. Moved beside the grid.
- The armor label didn't fit its button and got clipped on both sides. Armor tier and cost are now their own lines above a short button.
- Section labels are properly centered in all 8 languages (they were hand-positioned for English and overflowed elsewhere).
Other
- Removed 120 unused armor textures — the jar is 16% smaller (563 → 474 KB).
- Fixed the nose freezing for the last fraction of the eating loop.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:s9yDUMze:deBE4xdT"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:s9yDUMze:deBE4xdT"
}

