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2.3.1+26.1.2
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Required content
Changes
Your keys stay where you put them. Opening the screen used to be a special case inside the edit
mode key rather than a binding of its own, so when it became one it needed a repair for anyone
already playing: options.txt remembers an unbound binding as firmly as a bound one, and that
saved "unknown" beats any new default. The repair worked. It also ran on every single launch, and
"unbound" is exactly what a player who cleared that key on purpose has, so clearing it, closing the
game and finding it back on B was the whole experience of trying to get rid of it. Vanilla paints
both B bindings red as a conflict, which is a good reason to want one gone.
- It runs once now, and writes that down in
beaconator.jsonwhether or not the key needed moving. A one time repair is a repair; the same repair every launch is the mod overruling its own user.
Full notes: https://github.com/CodeW4VE/Beaconator/releases/tag/v2.3.1
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:1LmFuBOw:fTk1pPIC"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:1LmFuBOw:fTk1pPIC"
}

