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0.1.1
Compatibility
Changes
FIXED
Zoom worked on every other press and snapped back mid-zoom. Zoom and Freelook now own a real hold key in their settings — the same one you'll find under Options, Controls, Club — and it can no longer collide with a module's toggle key.
Zoom now slows your aim while you're zoomed in, so the world moves across the screen at the same speed at any magnification, the way a zoom is supposed to feel.
Screen Stretch shipped ON with a hard-coded 16:9 target. If your monitor isn't 16:9 — a 16:10 laptop, an ultrawide, a 5:4 panel — the world was being squeezed and black bars painted over your hotbar the moment you installed the mod. It now defaults to Auto and does nothing at all until you deliberately pick a ratio.
The menu no longer changes size with your GUI Scale. It draws on its own canvas, so it is always the layout it was designed as — four columns, full sidebar — whether you play at GUI Scale 1 or on Auto.
Pressing the menu key while binding a hotkey used to close the menu. It now tells you the key is reserved and keeps listening.
Settings panels no longer hide their values under the scrollbar, and they stay usable on small windows.
A HUD element dragged off-screen after a resolution or GUI-scale change could not be caught again in the editor. Positions now heal back onto the screen.
Fullbright could permanently corrupt your Brightness setting when a shader mod cancelled the lightmap.
Club no longer loads on Minecraft versions it doesn't support — it used to load, and then crash.
A config file that couldn't be read, for example one locked by a cloud-sync client, was treated as corrupt and replaced with defaults. Only genuinely broken JSON is now.
PERFORMANCE
The in-world HUD now draws in 11 GL calls instead of 43, and costs about 0.35 ms per frame instead of 1.25 ms. The render
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:MqdRRPHj:uOongnnA"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:MqdRRPHj:uOongnnA"
}

