0.8.0
Compatibility
Required content
Changes
Cold Sweat: Altitude 0.8.0
Important: a new default config is highly recommended!
This is a sky-focused update with substantial balance work around a new wind chil system. I have spent considerable time tuning the default altitude bands, wind exposure, shelter, and protection so high-altitude travel feels dangerous but survivable with the right preparation.
Existing configs will continue to work, but the new default config is strongly recommended for the intended balance.
Added
- Added Windproof Lining, a new sewn armour lining made through Cold Sweat's insulation system.
- Windproof Lining protects specifically against altitude wind exposure without acting as normal cold insulation.
- Added a white windproof indicator to Cold Sweat's existing armour insulation UI.
- Added per-band wind exposure settings, allowing pack makers to control how dangerous exposed high-altitude areas are.
- Added wind protection scaling based on the number of Windproof Linings worn.
- Added Cold Sweat elevation compatibility: Cold Sweat's own elevation modifier is suppressed only while an Altitude band is actively controlling temperature, preventing the two elevation systems from stacking.
- Added improved status diagnostics for altitude, wind exposure, windproof protection, shelter, thermal blocks, hearths, and Sable ship positions.
Improved
- Rebalanced the default altitude bands as a complete sky pass.
- High-altitude areas now become progressively more dangerous, with windproof protection, cold insulation, shelter, and heat sources all playing distinct roles.
- Improved Create: Aeronautics / Sable hearth handling on assembled ships.
Compatibility
Tested with:
- Cold Sweat 2.4.3.1
- Create: Aeronautics 1.3.2
- Sable NeoForge 2.0.5
- NeoForge 21.1.252
Looking ahead
Version 0.8 is a sky pass focused on wind, altitude travel, ship survival, and high-altitude balance.
The planned focus for 0.9 is an underground pass, exploring geothermal exposure, ventilation, and deeper environmental temperature gameplay.
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:uicjJQyO:1XcXvmfR"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:uicjJQyO:1XcXvmfR"
}

