1.0.4
Compatibility
Required content
Changes
1.0.4
Bug Fixes
-
Fixed skill point being awarded on every rejoin — Players who had already received their starting skill points were incorrectly getting them again each time they reconnected to the server. This was caused by the
StartPointsGivenflag not being present in save data for players who joined before the fix was introduced. A migration guard now automatically sets the flag for any existing player who has already leveled up or spent points. -
Fixed mob farm protection not blocking mod XP orbs — The farm protection limit (
disableMobFarms) was correctly blocking vanilla loot drops, but mod-specific XP orbs (LevelExperienceOrbEntity) used for skill progression were still dropping regardless of the chunk kill count. Both loot and skill XP orbs are now blocked consistently when the limit is reached.
Mob Farm Protection Overhaul
The chunk-based mob farm protection has been completely reworked. Previously the kill counter only tracked a single chunk and never reset, making the limit permanent once reached.
New behavior:
- Kill counts are now tracked per chunk independently across all chunks
- A kill series system prevents the decay timer from starting while a player is actively farming — each kill resets the series window
- Once the series window expires (no kills for the configured duration), the decay timer starts and gradually restores the chunk kill count over time
- If a player kills again during decay, the series restarts and the decay timer resets — but the current kill count is preserved
Three new config options (under level_settings):
| Option | Default | Description |
|---|---|---|
mobKillSeriesSeconds |
30 |
Seconds after the last kill before the series ends and decay begins |
mobKillDecaySeconds |
300 |
How often (in seconds) the kill count is partially restored |
mobKillDecayAmount |
10 |
How many kills are restored per decay cycle |
Example with defaults and a limit of 80: A player kills 80 mobs in a chunk — skill XP stops dropping. After 30 seconds of no kills the series ends and the decay timer starts. Every 5 minutes, 10 kills are forgiven. After 40 minutes of inactivity the chunk is fully restored. If the player kills again at any point, the series resets and the decay timer pauses at its current value.
Setting mobKillDecaySeconds or mobKillDecayAmount to 0 disables decay entirely.
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:WoSRL735:dxXqut6l"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:WoSRL735:dxXqut6l"
}



