1.9.0
Compatibility
Changes
This update is almost entirely bug fixes. Almost all of the major problems have been rectified by this point, and I will try to finish the rest by the next update.
Fixes:
Massive amount of bug fixes (bug reports courtesy of Maekran, developer of the "Halo & MDE" mod via the GitHub page)
- Fixed the little 3rd person thing in the top left
- The ammo counter is now always in the top right

- The flamethrower has been moved to the "testing" tab, as it is nearly unusable in it's current state.
- Fixed the magnum, DMR, and battle rifle reloads. I also changed the DMR to use medium rounds.
- Increased the blast radius of the rocket launcher
- Reduced spiker knockback
- Fixed the Prophet's Bane to now display the reticle and the name (I apologize for stealing that rhyme)
- Fixed the animated texture of the netherite drill to now be animated.
- Relocated the stone needle ore
- Made a few projectiles visible and fixed their models
- Fixed the crosshairs being off center
- Made the scopes more centered (I'll fix the GUI scale soon)
- Fixed the Brute Plasma rifle's charge capacity to be 100%
- Renamed "new_halocraft:aged_f_orerunner_plating_stairs" to just be "new_halocraft:aged_forerunner_plating_stairs"
- Entirely fixed every weapon except for the mauler. I will add projectile models for the brute shot and fuel rod cannon in the next patch.
- Renamed "Energy Rifle" to "Plasma Rifle" (I was unaware it was called this)
- The spiker no longer uses needler sounds
- Added an actual firing sound for the rocket launcher
- Fixed the reloading bug where it would cooldown the item, even if not reloading.
Weapons:
Implemented the most important change in the entirety of this mod's existence: Fixed weapon models! (Almost) all weapons are held by the handle including the energy sword! Finally!

- Changed shotgun reloading. You must now press the reload key once for every shell put in.
- Changed the dry firing sound to be a bit more pleasant.
Armor:
- Added blue Mk. V armor

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:zQshH8NN:Tgcg1hiJ"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:zQshH8NN:Tgcg1hiJ"
}

