0.3.2
Compatibility
Changes
What's new ombat and fall damage stopped locking you up for several seconds, wood chopping actually works on every tree now instead of just sometimes, and the screen gets hazy when your hydration bottoms out — RLCraft's real effect, carried over faithfully rather than guessed at.
Fixed
-
Getting hit no longer freezes you for close to three real seconds. Epic Fight's own heaviest hit reactions play a full knockdown-and-recovery animation that locks out all input for however long that animation runs reasonable for a boss fight, not for the everyday hits this pack throws at you constantly. Ordinary hits still flinch you, the weight of combat is untouched; only the multi-second lockout is gone.
-
Landing hard no longer freezes you either. Same lockout, different trigger.
— fall damage played its own recovery animation with the same input lock.
Both are now limited to the moment vanilla itself needs, not several seconds after.
- Sneak-chopping a log into planks was unreliable, and when it failed it silently stripped the bark instead — the exact opposite of what you asked for, with no explanation why.
Rewritten to work off the wood's own name rather than gambling on another mod's crafting recipes lining up, so every tree in the pack chops the same way, every time. A failed chop now visibly does nothing instead of quietly doing the wrong thing.
- Wooden and stone axes couldn't chop wood at all — only flint and metal axes could. The exact tools this pack's own early progression hands you first were the ones that didn't work. Fixed.
Added
- The screen gets progressively hazier as your hydration bottoms out, fading in and clearing gradually rather than switching on abruptly — matching RLCraft's real low-thirst effect, the same vanilla shader it actually uses under the hood.
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:Xyf8mezZ:SDH6gkCv"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:Xyf8mezZ:SDH6gkCv"
}

