Tags
Creators
Details
Licensed LGPL-3.0-only
Published 2 years ago
Updated 2 weeks ago
All versions
1.2.9
Release
1.2.9-2610122 weeks ago 3,453
Uploaded by
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Changes
New Features & World Changes
- Synced Assets & Content: Backported features and assets from earlier versions, including armor sets, vanity items, and related gear.
- Environmental Features: Added wind mechanics, stalagmites, Crimson Eye world features, and an initial overhaul for the Shimmer lake.
- Arachnophobia Settings: Restored spider replacement configurations for Spiders, Cave Spiders, Blood Crawlers, Wall Creepers, Black Recluses, Jungle Creepers, and Sand Poachers.
- Gameplay Toggles: Added
preventEnemyFriendlyFire(enabled by default) to restrict damage between hostile mobs. - Balancing & Organization:
- Rebalanced the Guardian Flail, Shark, and I-32 Iron Golem stats.
- Reorganized Creative mode tabs for accessories and natural blocks.
Combat & Creatures
- AI & Spawning:
- Unified difficulty scaling, progression attributes, and mob targeting.
- Fixed an issue where specific bosses and monsters failed to spawn due to desynchronized data.
- Fixed Brain of Cthulhu minions dropping targets and failing to chase players.
- Fixed floating enemy glitches, Demon Eye orientation, and worm digging audio.
- Corrected Shark bite range and mob interactions with doors.
- NPCs & Summons:
- Improved NPC rescue flow, unlock criteria, housing detection, duplicate prevention, and Shimmer transformations.
- Fixed liquid surface mechanics for mounts.
- Corrected summon attribute scaling, bug net capture mechanics, and associated combat behavior.
- Loot: Fixed Looting enchantment multipliers, duplicate drop weights, and item count condition checks.
Rendering & Visuals
- Dynamic Lighting Engine (MagicLib):
- Fully reworked dynamic lighting for equipment, visual effects, phaseblades, projectiles, light beams, flashes, and bioluminescent entities.
- Implemented per-pixel terrain lighting with improved cross-section assignment, coordinate mapping, and visibility checks.
- Added GPU spatial grouping, asynchronous processing, and cache reuse, expanding internal brightness range to 0–255.
- Expanded colored lighting support across blocks, items, entities, and effects based on component states.
- Resolved GeckoLib colored-light buffer flushing and "Not building!" errors.
- UI & Visual Feedback:
- Unified tooltips for weapon damage, critical strike chance, and attack speed (configurable between base and boosted values).
- Updated DataTip: migrated static descriptions, weapon lore, and image tooltips; added cycling lore colors.
- Fixed damage number vertex winding, adjusted visibility thresholds, and updated healing indicators to display actual health restored.
- Models & Animation:
- Refactored dismemberment and body parts, including armor fit, fluid interactions, and entity lifecycle cleanup.
- Resolved model format warnings and updated textures.
Bug Fixes & Technical Improvements
- Gameplay Fixes:
- Fixed phaseblade attributes, arm rendering, and lingering blade visuals after throwing.
- Fixed reforging failing to draw coins from the Piggy Bank.
- Weapon attack feedback now triggers strictly after projectiles successfully spawn.
- Resolved compatibility issues with Immersive Portals.
- Updated lava fishing tables, crafting recipes, resource IDs, and loot tables.
- Codebase & Build System:
- Cleaned up porting leftovers, redundant components, and unnecessary client-side handling.
- Updated MagicLib publishing configurations.
- Optimized nightly build pipelines with dependency caching, artifact validation, and streamlined publishing.
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:9kp7blvl:mS7YiS6f"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:9kp7blvl:mS7YiS6f"
}

