Tags
Creators
Details
Licensed LGPL-3.0-only
Published 6 days ago
Updated 2 hours ago
All versions
1.0.9+neoforge-26.1
Release
Alex's Caves Continued 1.0.9 — NeoForge 26.12 weeks ago 1
Uploaded by
Compatibility
Minecraft: Java Edition
26.1
Platform
NeoForge
Supported environments
Client and server
Required content
Any compatible version
Changes
1.0.9
Five reports came in after 1.0.8. Four of them are fixed here.
Fixed
- Hitting a Luxtructosaurus crashed the game on 26.2. Same crash for Tremorzilla, Hullbreaker,
Corrodent, Magnetron, Quarry Smasher and the Gossamer Worm, and it's also the Tremorzilla crash
people hit after resizing one with
/attribute. These mobs are built out of several hitboxes, and on your client those extra hitboxes never got an ID. Every version up to 26.1 quietly ignored that; 26.2 throws instead. - Going underwater on 1.21.2 and later filled the screen with flat biome fog and made blocks and particles flicker. Worst in the Toxic Caves, Forlorn Hollows and Abyssal Chasm. There was already a workaround in the mod for this, but it only kicked in from 1.21.6 up. It starts two versions earlier now.
- Placing a pewen or thornwood boat crashed the game. Two separate mistakes on top of each other: the boat renderer was still written against the old 1.20 boat class, and one of our own methods was relying on Minecraft to fill it in, which doesn't work on Fabric.
- Alex's Caves gear showed no enchantments at an enchanting table on Fabric. The enchantments existed and turned up in generated books, but the table never offered them for the mod's own tools and armour.
Couldn't reproduce
- The giant sweetberry x-ray in the candy cavity. We built it four different ways on 26.2 and never got it to happen. We did find one thing that was wrong and fixed it: sweetberries were counting as a full solid block for lighting and face culling, which they very much are not. If you still see it after this update, a screenshot and your mod list would really help.
- The diving helmet side textures, and the custom helmets not lining up with 3D Skin Layers. We went over the helmet model and its texture sheet and everything lines up here, so we're stuck without a screenshot.
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:cO2CvXug:GESH3SwM"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:cO2CvXug:GESH3SwM"
}

