2.0
Compatibility
Required content
Changes
Anomaly Zone 3.0.0
The big one: I moved the whole mod to 3D. Artifacts, anomalies, armor, detectors, the PDA, the guitar, injections and food are now proper models with animations and glow instead of flat icons. It took 100+ hours. Everything else in this release grew around it.
Requirements GeckoLib 4.0+ is mandatory, the mod won’t launch without it. TACZ is optional, but without it the gunsmith sells nothing and weapons are hidden in barter. On first launch the mod shows a window with recommended mods (TACZ and gunpacks), so don’t be surprised.
3D Now in 3D:
all 25 anomalies (with animations) every old artifact plus 25 new ones Buryat, Elbrus, the PDA, the guitar injections, buffs, food the Scientific armor and 6 new sets
Artifacts got LODs so FPS doesn’t tank, and they now glow and emit dynamic light. I also added shaders: a lens effect for bubbles, Omut fog, the Stasis dome, and bloom on the Elbrus. Oculus is supported, with the /anomalyshader command.
Anomalies Three new ones: Stasis, Psi-Stasis and Rad Rift. Stasis can show up in all four biomes, Rad Rift in the red forest. Teleporting through a bubble now flashes your screen.
Artifacts 25 new ones, 88 in total.
Electro: Spark Gap, Insulator, Electrode, Ferrite Ring, Plasmoid, Dynamo. Radio/radar: Tape Scrap, Capacitor, Bulb Shard, Antenna Dust, Tangled Wire, Broken Transistor, Resonator, Recorded Reel, Radio Beacon, Oscilloscope Shard, Ion Filter, Memory Crystal, Ear Membrane, Radar Core, Lab Whisper. Others: Cocoon, Swamp Heart, Brazier, Crucible.
Added tiers (shown in the tooltip) and a new stat, bullet resistance. The Polyhedron now has “Hit Intercept”: it weakens the first hit stronger than 8 hearts, scaled by rarity, then goes on cooldown. Pickup can be switched between automatic and manual by key with /artifactpickup.
Armor Six new sets: Tishina, Paladin, Experiment N83, K-105A “Monolith”, Whisper and Shadow. Full-set bonuses:
Tishina: +12% speed Paladin: +8% survivability Experiment N83: +3% healing per second K-105A: +5% survivability, +3% healing, +5% speed Whisper: level 4 contamination protection, +10% speed, +2% healing Shadow: +15% speed, level 4 psi, level 3 for the other contamination types
Blueprints for Tishina, Paladin and N83 are in the underground Laboratory. Whisper is in the shift supervisor’s safe at the Brain Scorcher, Shadow in its server room. There’s also a new key to hide or show your helmet.
Contamination Four types: RAD, THERMO, BIO, PSI, each with levels. There’s a HUD, screen effects and Geiger counter clicks. Each type has its own damage that ignores armor, and its own death messages. Armor protects against it. /contamination is there for testing.
Detectors Buryat and Elbrus now have a working radar screen on the model, and I removed the old 2D overlay. Power toggles on B, and you can inspect the detector. The screen runs a self-test on startup, picks up interference, and you can wipe it clean. The Elbrus has mode switching. New sounds too.
PDA Tabs: Task, Artifacts, Reputation, Contacts. Each artifact has a dossier with a 3D model, history and stats, and you can rotate and zoom the model. Until you find an artifact it shows as ???. Contacts describe the buyer, seller, barterer and the wandering stalkers.
The PDA now delivers contracts, seven kinds:
secret radar documents ordered artifact big purge (100 zombified in one day) Project X collector (5 different tier 3+ artifacts) test subjects (30 in the lab) long route
Use /pdacontract for testing.
Valhalla quests Regular ones: boar hunt, psi emitters, stash clearing. On top of that there are hard contracts (boars, zombified, rare finds): three slots, a cooldown, and you pick your reward, a resource (Northern Grass, Adamantium Shards, Silence Fragment) plus rubles.
I also added a new mob, the Zombified (4 skins), the Stash and Psi Emitter blocks, a quest HUD and dialogues. For the contracts, zombie houses now have assorted junk lying around: rings, teddy bears, photo albums and so on. There’s also a Duty Journal and a secret ZGRLS dossier.
Traders The Gunsmith (needs TACZ) sells weapons by category, ammo and attachments. You can buy ammo in bulk: Ctrl, Shift or Ctrl+Shift for a full stack. The Barterer crafts sets from blueprints and materials, and some recipes need a detector. Reputation levels unlock new goods and recipes.
World New structures:
underground Laboratory Brain Scorcher power line pylon dish mast with cables and lights bio high-rise zombie houses in three sizes
I removed the old psi buildings (crater, gates, monolith circle, obelisk, ruined lab, void crater, watchtower) and the red forest village ruins. Added bio willows and bushes, psi paths and hoglin herds. The psi zone is noticeably gloomier, and I replaced all its music. ZGRLS now generates more often and its loot was reworked. The Emission was reworked too: clouds, lightning, a shader effect.
Bolt and Phase The Bolt is craftable, 1 iron nugget makes 4 bolts. The Phase comes in three kinds: regular, anomalous, electro. Throw with right click, crouch for a quieter throw, and both trigger anomalies. Inspect with J. The electro Phase discharges on first ground contact and deals no damage.
Consumables Buffs: Strike, Stomp, Adrenaline, Neurostim, Barricade, Phoenix, Berserk (active buffs are capped). Food: Nuka-Kola, Thermos with Tea, Stew, Field Ration, Adaptogen. Also new: Adamantium Ingot, Northern Bush and the “Silence” Data Block. There’s a creative tab called “Building Loot”.
Guitar You can actually play it. The chord wheel opens while you hold a key, there are plenty of chords (major, minor, sevenths, sus and more), and I recorded 424 samples. Songs are recognized from your chords. There’s an NPC with riddles who wants a few things in exchange for the guitar, plus two achievements.
Interface and settings There’s a new settings screen: Emission, Artifacts, Player, Stations, HUD, Mobs, Hands, Cinema and Dev. All the dev commands are now buttons. Every HUD element can be hidden or moved. Health and regen are now in percent, the stats panel is expanded, and the health HUD is new.
I also added a cinema mode for people who shoot videos: free camera, zoom, camera smoothing, hide hands and UI, clean frame. New commands: /zgrlseffects (amount of electric effects on ZGRLS) and /sharpen.
Test Dummy A tool for testing builds. Place a dummy, pick its armor, drop artifacts into its container, and it tracks damage and DPS. Modes: stands still, follows you, attacks, runs around. You can make it immortal, disable knockback, or copy your own build onto it. Works in creative or with operator rights.
Achievements +76 new.
If you find bugs, let me know.
Optional dependencies
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:ZazGNjSE:SohBj589"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:ZazGNjSE:SohBj589"
}

