4.2.5
Compatibility
Changes
Changelog
DropVision 4.2.5 - Refined
This release is a complete refinement of DropVision. Notifications are faster and less intrusive, the visual flow is simpler, and drop detection has been rebuilt around authoritative chat, inventory, Fishing Sack, and item metadata signals. The result keeps the reward itself in focus while reducing duplicates, false positives, and missed silent drops.
What's new
- Added strict aggregate inventory detection for explicitly catalogued rare drops, including direct-to-inventory rewards such as Paragon Shards.
- Added internal item-ID recognition for enchanted books, runes, pets, and other items using Hypixel's item metadata.
- Added support for fishing rewards that do not produce rare-drop chat messages.
- Expanded the catalogue to 308 items, including Primordial Shard and current Slayer, fishing, pet, Mythological, and Backwater Bayou drops.
- Added independent options to hide Hypixel's Rare-through-RNGesus drop banners and RNG Meter messages without disabling DropVision detection.
- Added a recent-loss ledger so returned, restored, or temporarily moved items are not reported as new drops.
- Added inventory/chat event fusion while retaining authoritative Fishing Sack notifications.
- Added a choice between applying Minimum item value to the complete stack or to every item individually.
- Added a focused Slayer carry tracker with player selection, goals, reset/undo controls, and a movable HUD.
- Added searchable in-game settings, configuration preset import/export, and custom OGG sound importing.
Improvements
- Inventory and chat detections of the same drop are matched so the animation and notification only occur once.
- Direct-to-inventory rewards are detected from aggregate inventory gains while container transfers remain baselined.
- Inventory detection is packet-dirty with a one-second safety scan instead of repeatedly rebuilding every player's slots.
- Price retries are shared per item, the price cache and pending-candidate queue are bounded, and debug mode reports detection timing counters every 30 seconds.
- Slayer entity searches now run four times per second instead of enumerating every rendered entity every tick.
- Pet prices now use exact Coflnet rarity filters; fuzzy matches cannot authorize value-gated animations.
- Coflnet lookups are queued at a safe rate, briefly negative-cached, and retried for up to two minutes.
- Dungeon chest rewards now animate only after acquisition rather than when an offer is merely viewed.
- Reworked every drop notification into one faster, minimal flow: Minecraft's item-activation animation, an optional centered hold, sound, item name, and price.
- Refined the complete HUD with item-matched or custom colors, adjustable scale, same-line or second-line prices, and draggable positioning.
- Added Regular, Semibold, Bold, Extra Bold, and Heavy text weights; Semibold now uses a controlled half-pixel stroke so it remains cleanly between regular and bold.
- Added configurable vanilla and imported sounds with preview, volume, and pitch controls.
- Updated the configuration format while keeping older configurations compatible.
Removed
- Removed the screen-crack/ultra-rare cinematic.
- Removed the jackpot/clover cinematic and its settings, previews, commands, cooldown, and skip keybind.
- Removed the cinematic ground-item rendering hook.
- Removed speculative ground-entity and pickup-proximity detection so nearby players cannot animate somebody else's loot.
- Removed automatic unknown-item inventory detection; only the explicit rare-drop catalogue can authorize an inventory animation.
Fixes
- All drop rarities are now enabled by default; existing version-19 settings are migrated once so Rare and Very Rare notifications are no longer silently suppressed.
- Fishing drops without a chat announcement can now be recognized from inventory gains and Fishing Sack notifications.
- Entering SkyBlock now establishes a two-second inventory baseline, preventing pre-existing lobby or world state from producing random item animations.
- Delayed price callbacks are invalidated across lobby and world transitions so stale drops cannot animate in a new session.
- Revenant Shard now resolves to its
SHARD_REVENANTBazaar product and has an immediate renderable item-activation fallback. - Feesh-style silent fishing pickups such as Great White Shark Tooth now use a separately configurable Fishing Rare Drop category.
- Repeated inventory/chat confirmations no longer restart or prolong an active item reveal.
- The full chat HUD is hidden during Crazy Rare-or-higher item activation reveals.
- Restored the intentional suppression of vanilla lightning-bolt visuals.
- Fixed synthetic Semibold text being rendered as a full extra pixel, which made it look almost as thick as Bold at larger HUD scales.
- Fixed weighted text measurement so differently colored item-name segments remain contiguous and properly centered.
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:oxS4g78O:8IduymXy"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:oxS4g78O:8IduymXy"
}

