2.0.0
Compatibility
Required content
Changes
Big one. Basically doubled the mod in size, so here's the rundown.
New dimensions
Klondike — a separate closed-off dimension that acts as a reward vault. Has its own drop table, way rarer than the overworld, and the only place you'll ever see a Unique-rarity artifact. Valhalla — another dimension, built around trading and NPCs. You get there through portal bubbles scattered around the new biome.
Red Forest biome New biome with its own look (rusty pine needles, leaf litter piles), a ruined village, and a DUGA radar array (ZGRLS) you can find loot in — including a blueprint item that only spawns in the radar control building.
Trading is a whole thing now Added actual trader NPCs with a shop UI, a basket/buy-all system, and reputation that scales your sell prices up the more you trade. Currency is Rubles. Also threw in ambient "stalker" NPCs just wandering around for atmosphere.
Artifact economy got way deeper
Proto-artifacts + a Proto Converter block to farm them from clusters (has states — running, no fuel, burned out, cooling down) A Research Station to unlock random positive traits on "Unknown" artifacts, using a serum + energy, with a reset option if you want to reroll Artifacts can now break and get repaired with matching-rarity proto-artifacts Sarcophagus item that buffs everything sitting in the same container New stats panel showing your totals (armor, health, regen, speed, stamina) at a glance
New anomalies Electro, Haze, Rot, Spark, Vent, and the Proto-artifact Cluster, plus the two portal bubbles (Klondike/Valhalla) that teleport you on entry.
Stamina + food buffs Stamina is now its own system with a HUD bar and server-side checks so people can't just hack around it. Food buffs got their own icons/overlay too.
Random extras Jukebox radio, dedicated Klondike music, toggleable ZGRLS electric visual effects (client-side, per-player), new commands for valhalla/protocluster/zgrlseffects.
Cut / changed
/anomalyzone locate is gone Most of the old crafting recipes (batteries, food, injections, steel plates, etc.) got pulled — that stuff is meant to come from the trader/converter/research loop now instead of being craftable
Net result: ~110 new classes, way more localization strings, three new dimensions/biomes worth of structures. Not really a "point update," more like a second game bolted onto the first.
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:aXJPszKS"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:ZazGNjSE:aXJPszKS"
}



