2.1.0
Compatibility
Required content
Changes
Base Defense v2.1.0 â Wave Overhaul, Advancements & Command Refactor
This update refines the core pacing of siege nights, integrates specialist mobs naturally into regular gameplay, introduces an interactive advancement tutorial tree, and unifies all commands.
âī¸ Wave Pacing & Spawning Overhaul
- Instant Sunset Deployment: Waves and Blood Moons now trigger immediately at sunset (tick 13,000) with a warning horn/title, and spawn all units 5 seconds later in compact tactical formations (no more waiting until midnight!).
- Armies Scaled by +60%: Major raids and night encounters now deploy significantly larger battalions for a true base siege experience.
- Organic Siege Specialists: Specialist units now appear naturally in waves and Blood Moons without artificial milestone locks:
- Day 7+: Siege Sappers rushing perimeter walls.
- Day 12+: Mobile Siege Ballistas bombarding from artillery range.
- Day 15+: Corrupted Priests shielding infantry with protection wards.
- Day 18+: Gargoyles swooping over fortifications.
- Clean Atmospheric Nights: Removed intrusive fog/acid rain modifiers to ensure smooth performance and unobstructed visibility, preserving the dramatic blood-red sky exclusively during Blood Moons.
đ Interactive Tutorial Advancements
- Complete Visual Fix: Replaced broken checkerboard backgrounds with clean, high-contrast deepslate stone styling.
- 9-Step Linear Onboarding: Designed a step-by-step path teaching new players how to place the Base Flag, manage realms, mine magnetic copper, construct turrets, craft the War Hammer, and conquer legion bosses.
- Trigger Calibration: Fixed auto-unlock issues so turret advancements only unlock when players actually craft and place them into the world.
⥠Unified Command Tree (/basedefense)
Consolidated all server and operator commands under a clean tree with full Tab-Completion:
/basedefense wave start <type>â Instantly initiates specific skirmishes, sieges, or milestone raids./basedefense wave stopâ Clears active waves, bosses, and siege mobs./basedefense wave infoâ Displays active day, flag status, and alive siege mob counts./basedefense economy give/set <player> <amount>â Grants or adjusts Core Shard balances./basedefense bloodmoon <trigger|stop>â Direct control over Blood Moon events.- Co-op management commands:
/basedefense trust,untrust,baseinfo, andlistdefenders.
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:mfmobPhi:j2wUZwMV"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:mfmobPhi:j2wUZwMV"
}
