Tags
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Details
All versions
0.9.0
Beta
Multiblocks, Particles and morelast week 15
Compatibility
Minecraft: Java Edition
b1.7.3
Platforms
Forge
Java Agent
Risugami's ModLoader
Supported environments
Singleplayer only
Changes
0.9.0
Particles
- Add registered particle sprite types and reusable burst/emitter effects, with custom PNGs, Minecraft atlas cells, independent animation, color/alpha, rotation, size, motion, and collision policies.
- Add optional per-instance Lua
onTickupdates with scoped particle controls and transient memory. - Default to admitting up to 1,024 new custom particles per client tick; configurable with
particles.maxPerTick. - Allow client-wide particle budgets up to 65,535 active or new sprites per tick, retaining defaults of 4,096 active and 1,024 new sprites per tick.
- Extend world particle spawning with custom references/keys and add effect handles, actor attachments, client budgets, diagnostics, and owner/world cleanup.
Multiblocks
- Define multiblocks in Lua with layers or sparse positions, block/state rules, count constraints, horizontal orientation, optional mirrors, repeatable layers, and named groups of matching positions.
- Add controllerless discovery, automatic/item activation, explicit deactivation, bounded manual searches, member lookup, and owned activation fills that preserve player replacements (mechanics similar to minecraft's Nether Portal).
- Detect controller completion, invalidation, and chunk suspension/resumption automatically.
- Preserve multiblock identity and declared custom data across world reloads without changing controller inventories, tile data, metadata, or appearances. Failed multiblock reloads retain working definitions.
- Add optional exclusive membership and configurable pattern, processing, and instance limits. Automatic completion targets singleplayer worlds; remote-world checks provide diagnostics only.
Logical tick events
- Run
game_tickonce per logical client tick, including menus, screens, and paused gameplay. - Run
gui_tickaftergame_tickwhile a screen is open, and addworld_tickafter actual client-world simulation updates. Non-pausing screens and remote-world updates continue to receive world ticks. - Require the Java agent for logical tick subscriptions. These callbacks no longer follow rendered frames.
Minecraft-style interface
- GUI style overhaul to match minecraft's native GUI better
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:BwTdIvv1:jJyPYD8Z"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:BwTdIvv1:jJyPYD8Z"
}

