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1.1.188
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DMZ Ragnarok 1.1.188
A combat fix that affects every world, a crash fix for servers running with modules switched off, and the groundwork for running the suite across several linked servers.
Fixes
- Ki beam clashes resolved almost instantly. A clash was advanced once per LOADED DIMENSION per tick rather than once per tick, so the more dimensions a world had open, the faster a clash ended. On a pack this size that meant dozens of advances per tick and a clash that finished within a moment of forming. It now advances exactly once per tick, restoring the pacing the original numbers were tuned for. No values were changed, only how often they are applied.
- Turning off the Permissions module crashed the server. Other systems asked the permission layer questions without checking it was there. They now cope with it being absent, so the module switchboard can genuinely be used to turn things off.
- A handshake line was logged on every join. Pure diagnostic noise with no audit value, now silent unless debug logging is on.
Multi-server support
These only do anything on a network of linked servers. A single server behaves exactly as before.
- Cosmetic armor now travels with a player between servers. Cosmetic Armor Reworked stores its inventories per server and clears its cache when a player logs in, so a set equipped on one server was invisible on the next. Carried cosmetics are now applied after that reload and re-checked until they are confirmed to have stuck.
- Editor and configuration changes propagate live. A race, form, saga, quest, warp, kit or dungeon edited on one server now reaches the others without a restart, each file tracked separately so two admins working on different things do not overwrite each other.
- Saved state travels too. Dungeon floors, rifts, raid definitions and similar are held in memory by the server, so copying their files achieved nothing. The state itself is now carried and applied to the running server.
- Homes, personal warps, guild homes and claims can be confined to a designated server, and players using them from elsewhere are routed there rather than refused.
- Operator status, whitelist and bans are treated as network-wide rather than per server.
- Fixed a login loop on a server that does not host the overworld, and /spawn now falls back to the world spawn instead of reporting that no spawn point exists.
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:bLplVEcb:pQsYI2bb"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:bLplVEcb:pQsYI2bb"
}




